The build time displayed for missions like Treasure Hunt on the left side in the Shipyard screen still differ, sometimes very significantly, from the time displayed in the build queue after you select the mission.
lyssailcor
[quote who="Vamphaery" reply="43" id="3680619"] Not sure if this is a bug or not... a user on Steam informed me that this is a known issue, and I submitted a ticket with attached save files... but am posting here as well just to be on the safe side. Playing a custom civ, not at war with anyone, zero battles, haven't done anything to anyone via espionage, etc. Have only met two civs, neither of which are the Drengin. Suddenly, the Drengin inform me that my treachery
The ones you mentioned are supposed to be permanent. Since I dont't play Malevolent very often I have only had Utilitarian myself which gives 1 more tile to the first five planets you colonized. Relentless, by the way, gives All Contruction +10 on your homeworld. There are one-shot improvements like Educated in the Benevolent/Enlightenment branch that gives a one time 150 research point bonus.
Stardock (that is Brad, the CEO) postponed the planned campaign to get more features in Crusade. The campaign will be delivered at a later time. There are a number of posts where that is discussed, but I can't find them right now.
Tooltip of Subspace Resonator-P (that you get through an event) says "Drive Mass" and "Drive System Cost" although it's a sensor.
There are no endlessly ongoing projects anymore, only short time projects like "Aid Research" and "Aid Economy". If you want to be spared "planet idle" messages you have to specify those projects, say, 20 times in a row.
So now for the first time I reviewed a game on Steam to help you with future bug fixing and feature additions ;)
Btw, somehow I didn't realize that the pop load screen for colony ships is exactly the same ugly black screen as the one for legions. Would it be too difficult to show only the small window with the slider, but slightly moved off-center, and center the map on the shipyard where the ship to load was just finished?
[quote quoting="post"] Changed most galactic events to only occur ONCE rather than once for each player. This should also eliminate the Pirate spam. [/quote] Hm, I got the event "Trade Secrets" now for the third time in my 2.2.1 game I started two days ago. Or wasn't that change in then?
[quote who="Publius of NV" reply="29" id="3680512"] My experience with it was that it handled a 2.2 saved game ok, but that new features would only be available on a new 2.2.1 game. [/quote] As far as I know the XML set at game start is completely integrated into the save game, so saved games cannot profit from XML changes. That's the reason I have not ended a single game yet (apart from only playing ludicrous maps ... ;))
Edited some errors to reflect 2.2.1 state (sadly only confirmations that the bugs still persist).
[quote who="Ed1975" reply="37" id="3680294"] Elevation Foundation - planetary construction tooltip says benevolent ideology point every 2 turns but ideology screen says every 5 turns. Which is correct? [/quote] Every 5 turns is correct according to ImprovementDefs.xml
Ok, very srtrange, I thought the influence bonuses (at least the flat ones) didn't work at all. Is this 2.2.1?
For what it's worth: wiki
XML says 0.2 benevolent points per turn.
I think what you see is the new mrechanic in Crusade that actually prevents losing moves ;) Before Crusade it was so that if your ship that was sent to a remote spot had moves left when that spot was reached those moves were lost because you would gain control back to that ship only in the next turn. Since Crusade it's like that: if there are ships ending their automatic movement with moves left at the end of the turn (after you press the Turn button) then the game will stop in kind o
[quote who="Heuristicist" reply="9" id="3680197"] Cities for silicon based life does NOT have upgraded adjacency bonus. Is this by design? [/quote] I just started a new game and saw the same. I looked that up in ImprovementDefs.xml and see that the Silicons have their own SiliconCity the Durantium cost of which was increased by 1 to 5 and the pop cap of which was decreased to 9. But the new adjacency bonuses of the "normal" city
I don't want to spoil the fun and principally I agree with the suggestions, but be advised that some of the DLCs are not fully adjusted to Crusade, e. g. there are mercenary ships that do not work correctly under crusade like those that give influence bonuses (experienced myself) or can construct starbases with several free modules (heard from others). But I assume these bugs will be squashed eventually.
Lacking QA - I agree. Pirates - where not a real threat in pre-Crusade, so that I modded them to be stronger ;) But I agree, not much to be seen from them in Crusade. Minor Civs - I agree. Too few events - I agree. But I would also like to see stateful events so that you could set up a variable event chain to be able to tell stories. Too few idelogy options - I agree, also too linear. Too few mercenaries - I strongly agree. Too few citizen names
[quote who="aerez4546" reply="34" id="3680010"] The 2nd upgrade that increases starbase effect range does nothing. The first upgrade increases starbase range by 2 like it says it is supposed to do. The second upgrade however does not extend the starbase range another 2 hexes. [/quote] I checked the XMLs. It seems the bonus the EffectType StarbaseRange gives is always calculated from the base starbase range. So before crusade the two modules gave
In my games (I never came further than around turn 350 yet what is not much in a ludicrous game with slow pacing and very slow tech rate) I see the AI move their fleets, try to attack and invade my planets, shoot down single ships that stumble in their view, destroy asteroid mines and starbases (especially the ones mining relics). In my current game I see them using mercenaries extensively for the first time. But I have also seen very passive AIs from time to time. Perhaps there are c
[quote who="Frogboy" reply="21" id="3679995"] in GalCiv II I had the AI design it's own ships. In GalCiv III hey chose to use xml templates for some reason. I will probably be replacing that whole system eventually. But I think you'll find the ship quality in 2.3 better. [/quote] I think it's not principally wrong to choose from XML templates if they would be more flexible. Just specifying "BestDefense" or "KineticWeapon" in the blueprints doesn't give you that m
[quote who="Frogboy" reply="22" id="3679996"] For 2.3 I let auto survey detect where anomalies are however for all players. [/quote] Why?
I didn't play synthetic yet, but I get 10 legions for researching Planetary Invasion and 5 for each citizen I train as General. Apart from that there is the possibility to train legions with the Military Academy improvement, but that is very expensive. As far as I know there is no other possibility to gain legions (apart from the legion multiplication bug ;)).