If I build a transport I can load it with 1-5 legions (by that ugly black empty screen with only the slider I described elsewhere). But if I invade a planet and move the transport away from there it always takes the remaining legions with it, I get no chance to unload or upload legions.
lyssailcor
All good points, especially: [quote who="Rhonin_the_wizard" reply="30" id="3678780"] I made a suggestion about decentralizing the Bazaar [/quote] In variation to what you suggested in the linked post: - If it's easier to program just randomize the selection of ships you are offered every time you visit the bazar. Surely mercenaries have better things to do than sit around endlessly until someone eventually dei
Some time before the Crusade release Brad said on Reddit that in Crusade every ship weapon would fire individually. I watched a couple of fights in my current game, and when i let me show the battle protocol it's still so that every ship is listed with hitting with the maximum weapon capacity per weapon type a single enemy ship whenever it fires. Now is that only a problem of the battle viewer or didn't Brads announcement make it into the game yet? And if not, will it eventual
Stealing techs at ultra without active spy I consider a bug (although it might be intentional ;)) I brought my espionage level to ultra on two AIs and I steal a tech every couple of turns - but just as often tech is stolen from be. Sometimes the AI name is displayed (presumebly because I have ultra against them), sometimes not. Atm I'm expecting more bug fixes so I don't deem it worth while to mod my game, but if the espionage mechanics are not balanced more I will try do do s
I just built my first Transport and I get a totally black loading screen with only the slider to load 1-5 legions but with no text or picture whatsoever ...
I *think* this is intended this way, but a lot of tooltips in Crusade need updating yet ...
[quote who="Horemvore" reply="10" id="3678668"] Low Espionage - 5% base Medium Espionage - 10% base High Espionage - 20% base Ultra Espionage - 50% base Set in EspionageDefs.xml as Threshold, then in GalCiv3GlobalDefs.xml StealChancePercentPerPoint is set to 1. Factor in Agent level too, not sure what impact this has right now, can not find it in the xmls atm. [/quote] Are those the tech steal probabilities without regar
The game is not broken as such, but I can surely understand that people hate it when their tech is stolen and they feel that they canot do anything against it. If at 60% defense still three techs per turn are stolen that looks like a serious balance issue. I assume there is a base chance to steal a tech after reaching ultra espionage level, say 10% per turn. Probably the Security rating of a counter spy reduces that chance. A level 1 spy hase a Security rating of 5%. Perhaps its imple
[quote who="Horemvore" reply="4" id="3678623"] Quoting ScrivenerOfLight, reply 3 That isn't where the Free Trade Agreement info would be found. That is for durational credit treaties. The Free Trade Agreement provides a multiplier to your colonies' gross incomes. I'm not sure if it shows up on the planet management screen or not,
I just offered the Iridium a Free Trade Agreement. One turn after I could not see any increase in my income, so I looked in Diplomacy under Treaty Details: Nothing to be seen of any benefit for me, it says "Weekly revenue from treaties: 0.0 bc". Is that still the old bug that treaties only benefit the party that it is given to? Btw, in the Treaty Details there are also a lot of "New Game" entries. I think that's for all the positions where I traded resources, seems the game pi
[quote who="VladelMC" reply="3" id="3678578"] I have put everything I can into security and some turns I'm losing three techs. It's game and heart breaking. [/quote] I understand that feeling and agree there must be a possibility to defend against tech stealing enemy spies.
[quote who="Horemvore" reply="6" id="3678531"] Its not looping tracks. [/quote] Hm, ok, so you have to build a real big list then ... ;)
[quote who="Jedistinger" reply="1" id="3678560"] Ya these are all good questions that the devs didn't bother to tell us, I have yet to figure out why some of my spy promotions don't appear like kill an enemy citizen or blow up an enemy building? Thus far, I was only able to disable a building or use the infiltrate option. [/quote] That may be connected to ideology, but I don't know for sure ...
Insane/ludicrous map on smartphone display ... Anyway, I'm too oldfashioned to enjoy a 4x on a mobile device ;)
1. When I assign a spy on an AI faction then they won't level up because they are not assigned to a planet. Is this intentional? 2. When I assign a spy to one of my planets what is the effect? Do they work as counter spies like unassigned spies? 3. What effect has spy level anyway? 4. I read complaints that your counter spies are not able to prevent enemies stealing your tech. Is that true and if yes, is that intentional? Or are there other ways to prevent tech stealin
[quote who="Horemvore" reply="4" id="3678464"] It is modable, AudioAssets.xml and Crusade_AudioAssets.xml. You can point them to any mp3 that is located in the Games music folder, even place your own there. BUT, there is a bug with the music atm. [/quote] Thanks for teasing us ;) - what bug is it?
Mercenary "The Auspicious Start" is supposed to give 150 points to base influence of any colony while ship is stationed there. Did that and don't see any increase in influence though ...
It would be even better if we could specify our own playlist ;) If that's too much to ask, make it moddable.
Don't know if anyone posted this already, but when I build a ship in the shipyard, it always tells me that the maintenance is 0. But in the economy screen there still is a position "ship maintenance", so is this a display bug?
Let us pay some money to be able to decide where a mercenary ship appears when hired.
I see, didn't know that since I didn't come as far as promotions yet in my current game. Thanks.
Since Brad mentioned better modding capabilities as one of the priorities for the game I hope they will do something about that ...
[quote who="Horemvore" reply="26" id="3678384"] Have you tried promoting them? Requies some pollen resource cant remember the exact name right now, not in game to see. I dont use a mod for it btw, using 2.1.4. [/quote] Not yet, but how should that change the number of Admin points per Administrator?
[quote who="erischild" reply="23" id="3678365"] Quoting Horemvore, reply 22 I really do not get the issue with Admins, you get 10 from each admin citizen, you can recylce 2 admins to get an infinite number of Admin points. That is not how it works in my game. Are you running a mod
I had that also two or three times in my current game (at about 25 colonized planets).