One observation: I play a new game with anomalies on "uncommon" or "rare" (can't remember, where can you see this when game has started?) and haven't found a single one 125 turns into the game ...
lyssailcor
https://www.dropbox.com/s/ea157p95byk7r9g/Designs_lyssailcor.zip?dl=0
Will the AI give different civilizations different priorities based on personality?
Seems the new patch solved my problem. I could play a turn past my issue by now. Thanks.
Didn't try any new patch yet, but to clarify: I played purely vanilla, no Steam content, no mods whatsoever. I had all other vanilla races as opponents, but no more. It happened on my notebook (that is more powerful than my desktop pc with the exception of the processor I think) where I play only official updates, opt-in isn't activated there.
I play an insane map sandbox game as the Torians at the moment (1.8 Mercenaries). In the current turn whenever focus switches to the fleet "Torian Fleet 43721" the game hangs and cannot be recovered (I waited as much as 15 minutes). It doesn't react to mouse and keyboard input anymore and must eventually be killed via Task Manager. Ticket #RFY-861-35258, I attached a save game
[quote who="androshalforc" reply="3" id="3640018"] They should have a green up arrow for improvements on tile and an orange 4way arrow for adjacent improvements [/quote] Now that you mention it ... [e digicons]:blush:[/e]
[quote who="Rhonin_the_wizard" reply="1" id="3639986"] The second bonus applies to improvements that are build around the tile. This has always been the case. [/quote] There I played over 1100 hours of GC III and didn't realize this before ...
I got now some other relics, but only after an event spawning new relics. In areas I didn't explore before naturally I don't know whether they came from the event or were there before ...
I play with rare. Hm, maybe just bad luck ...
Is it only me, or have other players also the problem of only finding approval relics in 1.71+? In my last game that was still 1.71 (I think) it was so, and in my current one on 1.8 it's again the case ...
Is it intentional that the bonuses from Thulium and Durantium improvements are being enhanced by factories and research labs but the Promethion Reserve bonus is a flat one, not modified by markets?
I just hit the bug at 31st colonized planet (including one precusor world). Does that mean there are no more than 30 standard colonization events?
[quote who="admiralWillyWilber" reply="8" id="3612508"] I would rather their be no class zero planets, but instead make them extreme planets, or something else. [/quote] Absolutely my opinion, I wrote a while ago in another thread that I would like the possibility to make class 0 planets habitable with a lot of work or to be able to explore them for treasures or something like that, so that they serve a real purpose instead of only being fluff.
You can't. Dead worlds serve no purpose other than making habitable worlds more special. There are events though that may turn some dead worlds into habitable ones.
(Much) more dead than habitable worlds is normal in this game, depending on game settings as GalCivius stated. To be shot down by pirates is quite unlucky though, that didn't happen to me that early in the game yet. But you can avoid that by moving one tile after the other since the sensor range of a colony ship is bigger than the movement ability of pirate ships.
Since it was explicitly mentioned recently that the developers read this thread I post one wish and one observation here although that doesn't exactly follow the pattern Brad suggested at the beginning of this thread: 1. One really annoying thing I encounter very often: when I send a ship via "go to" somewhere then all lists of targets (rally points, colonies, shipyards, star bases) are sorted randomly (at least I see no order there). The minimal thing I would like
[quote who="Frogboy" reply="9" id="3608836"] Broadly speaking, with GalCiv III out we've learned so much about what the engine can really do (the multicore stuff means we can have it do a lot more than it currently does) that we want to make some pretty big game changes in the future. Let me give you just one example: Citizens. I would like to see population made into citizens that I can then place on my planetary improvements. Over time, those citizens become specia
Could it be that the one benevolent feature that flips all starbases and planets in one's sphere of influence was the cause? Does anybody know if the AI is also subject to planetary and other events and so gains ideology points that it can spend for benefits like the player can?
Especially (but not sure if limited to that) since Precursor Planets DLC I encounter in the German game version a lot of badly translated text (like an automatic translation tool would do it) ... I would volunteer to give you better translations, but I don't want to spoil for myself all the new features of the DLC by sifting through the XML files ... ;)
[quote who="The Sisko" reply="14" id="3604281"] Quoting lyssailcor, reply 12 Will this stream be somewhere on Youtube like the usual dev streams? They were guests on someone else's channel, so I suspect it would be up to the host as to whether it ends up on Youtube and not Stardock.
Will this stream be somewhere on Youtube like the usual dev streams?
[quote who="JetJaguar72" reply="1" id="3601054"] 7) I think you should gain benevolent points for accepting a peace treaty while you are winning a war instead. If malevolent points could be gained by declining a peace offer, then proposing a peace treaty while losing a war (which is when you should propose peace) could empower a faction you're at war with. This wouldn't be realistic at all; even as an abstraction. but accepting a peace offer while yo
I had the event that spawns a lot of new relics recently and that brought me to the idea to make them more interesting: 1. Give the player the choice between two types of xeno archaeology modules: one line of standard modules that work like those we have at the moment and one line of modules that provide only half (or whatever percentage) of the bonuses but give every turn a small chance to unlock a tech of the area the relic improves. Even better would it be if those techs were speci
[quote who="erischild" reply="1" id="3600497"] This is not my experience. When I hit TURN, any ships with partial moves do those partial moves, and then I get IDLE SHIP prompts until I deal with all ships that have partial moves left. Then I get a second TURN button that actually advances the calendar, production, diplomacy, etc. [/quote] I seem to remember that it was so in earlier versions, but I experience the same behaviour as insomniatrist: when a ship or fl