[quote who="Gauntlet03" reply="4" id="3706169"] Can't you use the console to kill the transport? Would that help? [/quote] How do I find the transport? Btw I found another solution: move another of your ships on the transport, then call the "Manage fleet" function, there click on the transport and then on "Details" and there you can decommission the ship.
lyssailcor
Just encountered the problem in my own game as Snathi. Very annoying to use "turn" cheat command every turn when the "Lost Citizen" message appears on the turn button and to switch the "turn" command off next turn to be able to see what has to be done again ... :(
I modded out legion costs for Station Garrison.
So: - How many food units does a city need? - Will there be tiered cities? - Can farms now only be built as upgrade to the arable land tiles? - Will there be (much more expensive) greenhouse buildings to cultivate some food on planets without arable tiles? - What happens when food surplus becomes negative (e. g. by invading an enemy planet with a city but without food)?
I can only assume that a terraforming improvement is not persistant as such but only triggers the generation of a new tile internally and is then removed from the game with all associated effects ...
Yes, there has something changed a few days ago. It's very confusing now that we have a mess af GC-unrelated posts under Home -> Galactiv Civilizations III ...
I don't see any immediately obvious error. Did you also put a corresponding entry in MasterTechSpecializationDefs.xml?
[quote who="northernwater" reply="2" id="3704275"] I agree it seems small and tiny assault ships should have more relevance late game. I think the jamming should decline more quickly and more steeply, though. Something like 60,40,5,0,0. Then I think you would have to run tests to see what the result would look like in battle scenarios. [/quote] I agree. In my own game I modded drives so that smaller ships can have more and bigger less drives than vanilla because anothe
[quote who="marigoldran" reply="66" id="3704271"] How about completely get rid of the food system and just let every planet grow to planet cap size? At the same time, nerf prolific and make the ratio of pop to production at 2 to 1 (2 pop for 1 point of raw production). This will automatically make the AI better in relation to the player. And it gets rid of a tedious clunky mechanic no one particularly likes. Also, buff synthetics. Provide an "
[quote who="aerez4546" reply="62" id="3704249"] Honestly I would prefer you spend 30 minutes or however long it would take you to fix the broken "Station Garrison", before changing any other game mechanics. I don't really mind how food works at the moment. [/quote] As much as I agree with you, if the devs don't do anything about it perhaps my solution helps you: I modded out the legion cost for "Station Garrison". I don't know what's so difficult in
[quote who="Triple_Crown" reply="60" id="3704165"] Here are a couple of points: it is estimated that already in 21st century people will begin to "eat" food through nanobots, doing no physical effort whatsoever. The problem with food is, that you can have it any place because everything from photosynthesis to ground nutrients can be artificial, even with 21st century tech. So it does not make any sense to restrain food production. And dont ge
[quote who="Taslios" reply="46" id="3703885"] Quoting laws2150, reply 45 Quoting Werewindlefr, reply 44 How about all un
[quote who="karlfranz-pl" reply="41" id="3703864"] Arcologies are part of solution, its too long to describe and is best explained here: https://www.youtube.com/watch?v=TqKQ94DtS54 And another thing is I don't think population should have any effect on production. Shouldn't we have robots that do all that? Population should be for research, culture, money and legions. <b
I never had a problem with ludicrous games and about 16-20 opponents, and I meet other civs around turn 50-100. I have 8 logical cores and 16 GB of memory, but normally I don't play till the end (mostly because I play very slow and an update of the game comes along before I'm finished), soI don't know what would happen past, say turn 400. So my question to Frogboy: do the memory usage numbers you give above arte true from the start of the game, or does the memory usage increases slowl
I made a suggestion some days ago that AI governors should only upgrade one building at a time when the tiles are full and "do not autoupgrade until tiles are full" option is set. That I did mainly to preserve precious resources, but it would solve your problem also, especially if it is implemented also when above option isn' set.
Frogboy stated that the wayfinding procedure takes ever longer time when ship speed increases, something about havin to calculate every step for every tile a ship can move. So since that tends to be an exponential increase it would well beat the best hardware eventually.
Today I'm unfortunately too ill to contribute much more since I have to go to bed now. Only one thing: Food should not directly be dependent on planet class. Normally a planet is more or less suited to grow food according to it's type (snow ball not as good as gaia world), so it should have a base factor for food production that is multipled with the effects of all food improvements that you chose to build on tiles. There can still be special resources that provide more food on a sing
Sorry Gauntlet, but I don't like your approach very much. That would lead to a more or less inevitable food income for that you cannot and don't have to do anything, that's not what I want to see in a strategy game. I want to work for food, possibly sacrificing something else. Frogboy's suggestions sounds better, but still doesn't feell right. I have to think a bit about that ...
I have a suggestion to improve auto upgrade of improvements: Right now if auto upgading is set to "Do not auto upgrade until planet is full" and planet is indeed full the current mechanism queues all possible improvement upgrades at once. That leads to a massive resource drain for every planet where this happens so that in case of short resources only a few planets can queue those upgrades until resources are depleted, leaving nothing for other planets and ship building. So th
GC III can't be very low level graphics-wise. My PC suffered since I have bought it five years ago from crashes due to (probably) graphics card overheating (although the measured temperatures were still in a reasonable area). That happened sporadically with all graphics intensive games after I played a while. So it happened with Skyrim, what is not surprising, but also with GC III, while games like Darkest Dungeon didn't have that problem. I also had (and have on my notebook) the expe
Explanation ;)
Was there something changed in the way XML files are scanned? I added two mods to my Crusade mod folder without starting a new game, and it seems that unlike before the mods take effect immediately. I copied Old Spider's mod to revert the FOW change and Gauntlet's anomaly mod (taken out of his new GRM 8.0a mod) to my mod folder. I can now see the explored areas of the map properly again and I have new anomaly graphics, don't know yet whether I will really get new anomalies as such. Perhaps th
It was the update to the 2.8 opt-in, they made "cosmetic change to the FOW color", see patch notes.
155% of 12 = 18.6, so 12 + 155% = 30.6 ;) Apart from that you have it quite right. It depends on the number and build of your planets when it's more lucrative to put the scientists to work globally instead of on planets. Mathematically spoken it's something like calculating sum of research on all planets * 0.03 > raw research on best planet * 0.3 (citizen levels not taken into account; also I don't know exactly whether the 3% of global boost are cumulative or additi
Hm, you made some "cosmetic change to the FOW color". Now I started a new game as the Flow yesterday and I have really hard time now to discern explored areas from the FOW ...