[quote who="WNxHakan" reply="3" id="3453011"] It looks like you're running with an onboard video card, correct? I believe the Intel(R) HD Graphics Family onboard video card may have some trouble running this game. If you do have a separate video card, you may just have to disable the onboard card through BIOS. [/quote] This is one reason I like DxDiag better. It shows all video cards on the machine. It also is organized so that it is easier to see
Lucky_Jack
[quote]One of my Explorers was sitting right at the border of its max range between nebulas, I told it to go to a hex further away also at the max range, wich caused it to go around the nebula OUTSIDE of its max range, I feel that should not happen?[/quote] I saw this too, and thought they had retained an ability that was in GC1 and GC2. The idea was that the crew was forced to take to the cryo units and go into an induced sleep for the trip. This could happen, for one example, if one
I don't think I have been able to get any feel for what it will do. Perhaps it is too early (much is not in the game yet).
Count me in on this idea. Even with GC2 the carry over of research points could cause two or more techs to be researched in one turn, but only on the same path (which is ok but not optimum). A queue would allow us to specify the specific order of completion we want even if more than one was completed in a turn. Of course, a default of continuing down the current path could be used if the queue becomes exhausted.
[quote who="Sognar" reply="2" id="3452941"]Oh and switch the "pan camera" and "drag main map" buttons on the mouse - they are the exact opposites of most games with a global map and it does confuse me greatly (am i the only one experiencing this?)[/quote] I get confused by this as well, but I don't think there is a viable compromise. Each game has their own way of managing their human factors and each of us users get used to certain patterns of key usage. This non-standardization
I ran into this as well and reported it in another thread. This is what programmers call a "human factors" problem, of which there has been considerable study. The use of "human factors" concepts is aimed at eliminating this kind of issue, but sometimes it is not immediately apparent to the devs that a particular set of circumstances exhibits a human factors problem. IMHO, this is such a case. To solve it, the devs may have to be collectively inventive.
I saw an issue posted like this for the research completion bar somewhere and a responder said to hover the mouse pointer over the research bar and the turns left will show up as a tool tip. The progress bars in the planet list also do not show the number of turns left. Hovering the mouse pointer over these completion bars does NOT bring up a tool tip.
Have you reported this to support? Have you read the instructions in https://forums.galciv3.com/452854/page/1/
[quote who="Fate" reply="9" id="3452815"] Yep I agree, being able to see past the nebula and dust when you're out of it but not when your in it seems a bit weird haha! Hiding fleets for sneak attacks would be excellent! Fate,[/quote] However, if the only ships you have in the area are in the nebula you should not be able to see other player's or AI's ships, unless they are in the nebula restricted sensor range
Here is a very interesting debug command "showmem". It answers all the questions about how much virtual memory a game has in use and gives an estimate of how much it can use by end game time.
The command "sectorlines" does not work, and the description text seems to fit GC2 more than it does GC3? "Help sectorlines has the description: "The sector lines command will toggle the rectangular sector lines on and off."
[quote who="Hurske" reply="3" id="3452517"] I am very sure they mentioned Vista would work, unless they changed that sometime. Huh, guess they changed that. Would you know.[/quote] I remember them specifically saying many times that Win7 is minimum. Many have asked about Vista, so there may have developed an expectation through that, but I never heard any StarDock employee say that Vista was acceptable. Perhaps who you saw say that Vista would work w
At least on the save and load windows, first, the "done" button is the first button to be seen for those of us that normally read left to right. This causes us to get a false sense of security when exiting the game, making us think we have saved the game when all we have done is enter a save name and pressed the "done" button. A better mechanic is if a save has not been done, a warning when exiting could warn us of our use of the wrong button.
In GC2 we could press the "c" key and it would center on what was selected. It was very handy.
The point at which zooming the main map in or out switched between visual and tactical modes was adjustable in GC2. Will we have that available in a later level?
Just for comparison (since this will vary from one processor type to another) I have an i7-4770 (quad CPU, 8 threads) and when the game is idle, or if another app has the focus, the CPU load is all over the spectrum, with some CPU's load going as low as 5% and others running up to 60%. Also, the temperatures of the CPUs are varying from the mid 40s to 60 degrees C. My GPU's usage is running between 55% and 65% and at 68 degrees C (+/-1 degree). I think this looks normal for a processo
When a game is saved it would be helpful to use if the window's position on the screen was saved and used to position the window when restarted.
[quote who="5pl1t1nf1n1t1v3" reply="2" id="3452451"] Quoting ForesterSOF, reply 1 Also there is idle ships. Is there a way to scrool through them ie choose 1st, assign, press button to next ship, assign, etc Some time I want idle ships so can the turn button show up even if there are idle ships You can select the ship and hit 'pass' on the bottom left to have a ship miss the turn.[/quote] You can scroll (or cycle) through your ship
The first Alpha build is impressive. It could use a lot of hot keys, though. The hot keys for "govern", 'technology", etc. look like the kind of things that were on the function keys in GC1 and GC2. One mouse operation that is weak is for setting a target for moving a ship. A right click will move a ship towards/to the clicked upon tile, but a held right click shows no more than the tile the mouse is currently over (as it does if a mouse button is not pressed), and when th
Looks real nice. I am coming up with some UI suggestions, which I will post in separate threads until told otherwise.
How about letting us move ships using the numpad keys? With hex tiles: 7 key = left/up 9 key = right/up 4 key = left 6 key = right 1 key = left/down 3 key = right/down
[quote who="satoru1" reply="88" id="3452330"] RESTART STEAM THE GAME IS LIVE[/quote] I also had to reenter my key. I am downloading now.
I had to re-enter my key and restart Steam. I am downloading now.
When I registered my Steam Key on Steam I got, in part, the following "Product name: Steam Sub 37748". Does anyone know how this relates to GalCiv3 and its availability on Steam?
According to the people on #Galciv it won't be available before 1900 UTC. Even then, I am hearing rumblings (rumors, really) that Steam typically has troubles with Alphas.