Magnumaniac

Magnumaniac

Joined Member # 979425
4 Posts 48 Replies 11,640 Reputation

[quote quoting="post"] If you have a constructor ship that has multiple constructor modules, and you take it to a starbase to upgrade that starbase, but that starbase has only one available upgrade, the entire constructor (all of its modules) will get consumed making that one upgrade. There's no constructor left to move to upgrade another starbase. [/quote] If there are unused constructor modules, the ship still exists and can be "ejected" from the starbase in the

7 Replies 42,190 Views

I believe the new formula for population / production breaks even at around 15 pop - so in fact a planet with 20 pop will be better off than it was before. Also remember that the +2 (previously +4) from durantium is also subject to all multipliers (so becomes +2.5 with 100% approval I believe) and then gets the benefit of all factory / colony / relic multipliers on top. It was quite a hard nerf though from +4 down to +2 and 1 less adjacency benefit too I think. It is borderline v

20 Replies 73,224 Views

M/R/E/G on colony screen to set 100% Manufacturing / Research / Economy specialisation. G resets colony to use Global setting. Next and previous on all the above mentioned should be there by now. The lack of even a clickable option for shipyards is criminal. It currently looks like UI design was an afterthought that never got looked into properly before launch.

6 Replies 32,649 Views

[quote who="hakufu_sansaku" reply="1" id="3557139"] Research also does not carry over -> you can't finish two research projects in one turn. (Sometimes it did carry over but never completed more than one research) [/quote] Yes you can - you can complete as many research projects in a connected tree as you have research points for. You just have to select the last tech in the line that you want to researc

6 Replies 26,041 Views

[quote who="RavenX" reply="11" id="3556823"] I'd like to see Warp Gates put in but only on colonies/systems you control. From the planet you build it on in it's orbit, and it only connects with other Gates you've built on other planets in systems you own. That's the way MOO2 handled them and it was perfect. It was also end game tech so it made sense. Wasn't OP at all. [/quote] That makes good sense. I'd also suggest size / distance limitations -

20 Replies 174,129 Views

[quote who="Osbot" reply="18" id="3556749"] This seems like a user issue, not a game issue. If someone has a toaster for a computer, they should reign their settings in. I don't have a toaster, even 300 turns into a game on abundant immense or larger galaxy settings with hundreds of planets colonized turns took maybe a max of 10 seconds which is well within acceptable turn time for me. [/quote] Yep, same here (and I'm not running a state-

179 Replies 694,432 Views

Well, on the Steam reviews default view (i.e. what everyone will see when they first look at it), you have to scroll a long way down before you start seeing blues exceed reds. Looking through those negative reviews, I can't see any that said "galaxies have too many stars and planets" as the reason the game is not recommended. Maybe focus should be given to the things causing negative reviews rather than ridiculous changes to something that didn't need changing.

179 Replies 694,432 Views

Not sure about the Akilians, but the Caranoids were a reference to one member of the Stardock staff at the time - CariElf. I believe she is no longer with the team unfortunately, so I guess they are extinct as a minor race. I also recall the Alexians as another staff member's alter-ego race. Not sure if there was ever an I-Dog race though (and I know he's still around).

3 Replies 4,690 Views

[quote who="niebieski" reply="23" id="3556058"] For that you need use debug console (click ` ) then " help " (all commend) and it's cheat [e digicons]:)[/e] but you can alway use console command "fow" and you see full map and don't get "cheater". [/quote] Actually, no you don't. No debug console used, no "3 free constructors upgraded to colo

26 Replies 95,458 Views

Cash caps at 999,999bc - this is not just a display issue, but an actual hard cap on how much you can have. Makes mass upgrading 200 or so early game missile boats to Nightmare torpedo boats impossible unless you do them one at a time (not fun). Is this WAI?

0 Replies 3,689 Views

Huge or bigger galaxy - spiral, abundant everything, suicidal difficulty and 8-20 major AI (8 on a huge, 20 on insane). Gives the AI lots of room to expand :) Oh, and conquest the only victory condition. Normally I can still win the colony rush with the above, but current (gigantic, 10 AI) game I got boxed in midway along one of the spiral arms and only managed 33 planets. Best AI has 135. I'm at turn 99 with 43 planets now, and about to open a 2 front war to claim

5 Replies 20,839 Views

There is only one thing you need to know when choosing home system... Iridii - class 12 and 4 Let's just say that all class 12 planets are not equal when it comes to terraforming potential [e digicons]:thumbsup:[/e] (although I haven't tried all of them yet, but doubt any could be better than Iridii).

13 Replies 57,230 Views

You need to re-read reply #4 above... the various assembly options are not buildings / structures, they are projects and do not occupy a planet tile. All 4 should appear in the list once you have researched them, to allow you to control pop growth. Just double click whichever one you want to add it to the build queue and grow pop by 2,4,6,8 accordingly. You have obviously got this to work previously, as your pop on that planet is 24 (unless you are playing a custom race

12 Replies 10,530 Views

I may be going senile (entirely possible), but I can't for the life of me work out how to set a rally point in space - I can only set them at planets / starbases / shipyards. It is obviously possible, as I see the AI using them all over the place (using rally point view on mimi-map - they have them right in the middle of open space). Can anyone enlighten me please? Also, may be another DOH! moment - but I can't seem to work out how to cycle between shipyards either. I find it

2 Replies 22,107 Views

Neilo, looks like you are not alone... https://forums.galciv3.com/465897/page/1/#3553948 I find reply number 3 in that thread interesting - looks like mostly affecting laptops and the machine possibly switching from using dedicated GPU for full rendered view to using integrated GPU in the non-rendered strategic view. Now, your i5 3570k has an integrated Intel HD4000 GPU - could it possibly be doing the same thing?

13 Replies 52,411 Views

[quote who="Niedzielan" reply="3" id="3554032"] Quoting Magnumaniac, reply 2 "sandbox" campaign Just sayin' [/quote] Well I did say "IMO" :) There are numerous different definitions of the term "san

23 Replies 53,599 Views

Am I disappointed that a game advertised as "The largest strategy sandbox ever" doesn't have much of a campaign? No, not personally - I have never touched a campaign scenario in any GC game (or any other strategy 4X games if they can be avoided). It is not what such games are about IMO, and I don't believe Stardock have ever advertised GC3 as a scenario driven campaign game. As to crashing a lot - ~60 hours of v1.0 / 1.01 play for me so far with no CTD's at all. Not saying

23 Replies 53,599 Views

I think you're right Maiden - in both that it's done to save the AI survey ships, and also that they never build replacement / additional surveyors. Makes very little difference as sooner or later they will hit a wormhole to the other side of the galaxy and have to spend 50+ turns getting back in to range. All anomalies belong to me, of course, so that is acceptable [e digicons]XD[/e]

6 Replies 15,296 Views

[quote who="Neilo" reply="5" id="3553875"] Right now, im trying to have only one or two capital ships per fleet, balanced across all 3 def types. I then fill out the fleet with tiny and smalls that are purely dedicated to the attack type i am facing.[/quote] That seems to be a good strategy to me too. Gone are the GC2 days of the invincible super-dreadnought, it would appear (and that is no bad thing IMO). A combined arms approach seems to work better - at lea

12 Replies 33,190 Views

[quote who="Waervyn" reply="44" id="3553886"] I agree on most points, but you keep saying you have to send constructors manually. Did you know you can click on the starbase and 'request constructors'? This queues up constructors that will automatically fly to the starbase. once they arrived you'll get a notice about it. Just in case you didn't know [e digicons]:)[/e] [/quote] As far as I can tell, that only works with the stock pre-designed constructor

52 Replies 209,359 Views

I think that it would not run well - you only have 4Gb RAM, and that is shared between system and GPU. I doubt you could use anything other than the smallest galaxy sizes unfortunately.

11 Replies 6,609 Views