lyssailcor

lyssailcor

Joined Member # 926429
83 Posts 704 Replies 966 Reputation

Best would be to give us direct control in the settings (with a hint and default values what is reasonable per galaxy size): - Directly specify number of stars (up to a limit depending on galaxy size). - Directly specify number of planets (up to a limit depending on galaxy size). Allow stars without planets (don't know right now whether those exist already) so that if number of planets is lower than number of stars that's no problem. - Specify number of habitable plane

4 Replies 14,295 Views

That old bug that ships being ordered to travel a long distance don't clear all FOW on their way (unless they are on the screen when moving) still persists. My assumption is still that it happens when the speed of the ship exceeds the sensor range so that the movement algorithm teleports them to the end of their movement allowance at the end of turn and only then checks sensor range.

85 Replies 256,068 Views

One completely unrelated question: what does it mean if it shows "x Referrals" under the original post? If I click on that I get an URL list of mainly game related web sites, but when I click on those links they lead me to the weirdest places that so far as I can see have nothing to do with my post?

85 Replies 256,068 Views

I don't know whether that qualifies as a bug, but several people reported it as such and I have it in my new game also: Colonize events don't happen every time you colonize a planet in a new system. Maybe that's intentional and there is a certain high, but not 100, percentage that these events happen. I also do not exactly know what should happen if you colonize the second, third, ... planet in a system.

85 Replies 256,068 Views

[quote who="GrimmAG" reply="8" id="3679564"] Quoting , quoting post - Basic Laser has the same stats as Laser, but needs more space and 1 Elerium I do not see this as a bug. Gain tech to get the laser for less mass, and no Elerium cost, seems like an upgrade to me. [/quot

85 Replies 256,068 Views

I'm only now and then on the Galciv III Steam Forum, but have the impression the devs are more present there than here. I just stumbled about a post of Brad that I think we should discuss here also because I think I'm not the only one that doesn't monitor the Steam forums so closely ;) Here is the post: "<span style="color: #acb2b8; font-family: Arial, Helvetica, Verdana, sans-serif; font-size: 13px; font-style: normal; font-variant-ligatures: normal; font-variant-caps

14 Replies 14,215 Views

[quote who="lyssailcor" reply="1" id="3679543"] New one added to the list: - Event "Antimatter Weapon": I chose malevolent and the tooltips says "+5 missile attack to every ship", but I can't find any ship with increased missile attack, neither among my existing ships nor in the designer. [/quote] This one I looked up in the XMLs: seems it was wrong all from the start. According to this: &nbsp

85 Replies 256,068 Views

New one added to the list: - Event "Antimatter Weapon": I chose malevolent and the tooltips says "+5 missile attack to every ship", but I can't find any ship with increased missile attack, neither among my existing ships nor in the designer.

85 Replies 256,068 Views

Since I started a new game with Crusade 2.2 (the last opt-in though that also listed version number 2.2, the official 2.2 update came 1 day later and i didn't want to start over again ...) I began taking notes so that I can keep track of the bugs still present (or new [e digicons];)[/e] ). Here what I found so far (I'm around turn 150 now and have only met one single other civ (ludicrous map, all AIs gifted, about 20 AIs, slow pacing, very slow research): - "Need more administrato

85 Replies 256,068 Views

A new observation: one of my enemies put within one turn 3 legions on his planet. How is that possible?

6 Replies 11,467 Views

In my game (2.14 opt-in, but started before the last changes, ludicrous, gifted, 300+ turns played) about 80% of the AIs (with which I have no war, the others I can't see) have nearly no Durantium, but 20% are overflowing with it (I see several 100 Durantium in the trade screen). Thulium is used a lot by starbase modules. But I agree, balance is necessary. From most the planetary resources I have quite a lot after 300 turns, but some others are always used up, and that doesn't come al

6 Replies 7,808 Views

The projects are always at the end of the "Available Actions" list that is not to be seen on your screenshot. You need to research certain techs to make certain projects available.

10 Replies 14,979 Views

Regarding terraforming (although that may deviate from the original topic a bit ;)): It would be great if we could research techs that allowed us to modify existing tiles to give adjacency bonuses.

14 Replies 42,089 Views

Will be 9.5 if all the bugs are squashed and balancing is improved and all promises are kept (e. g. individual firing of weapons) ;) (playing 2.14 opt-in) Apart from that it's a much better game than GC III :)

14 Replies 42,089 Views

Now I'm in my own game (2.14 opt-in, ludicrous, gifted AIs, turn 308) at the point where it becomes annoying: I lose two techs every turn to espionage with five defending spies (what admittedly gives me only 25% security). Definitely needs balancing ...

23 Replies 105,144 Views

Can it be that the legion number increases after each invasion? I just invaded an undefended planet with 8 legions, before the invasion the resource bar at the top told me I had 15 available legions, after the invasion that number jumped to 23 and reamined there although I moved my transports (still carrying 8 legions) away from the planet.

6 Replies 11,467 Views

Approval is much more difficult to maintain now than pre-Crusade. I only played the Onyx yet and my experience with them may differ from yours because of race traits, but in the beginning I have a very low base approval of 1 point from colony capital (except on the home world, where Capital City gives me 6 points) what is enough to keep 1 pop at 100% approval, but that deteriorates quite fast by some formula when the pop raises above the approval level. You see that in the tooltip that is sho

22 Replies 49,578 Views

[quote who="ForesterSOF" reply="1" id="3678843"] Not sure but don't silicon races need a resource to grow. My first guess is Durantium. [/quote] Yes, only with Durantium ou can build Cities. Without cities the standard planet has 4 pop max. Actual growth of pop happens without improvements with 0.1 pop per turn until pop max is reached. There are some, but not much improvements that help growth rate, i. e. Colonial Hospital.

7 Replies 112,836 Views

I notice a strange legion multiplication. I got 10 legions from invasion tech and 5 from a general. I put some as defense on planets, took some to war and some remained in the pool. Some time after I have 10 legions in two transports, 5 legions stationed as garrisons, 3 in the pool and I lost 3 in war. That's 21 legions all together ... ? Edit: I forgot 3 more legions that are in a further transport that is currently in orbit at a planet. So that makes 24 legions.

6 Replies 11,467 Views