scifi1950

scifi1950

Joined Last seen Member # 1860429
18 Posts 363 Replies 4,995 Reputation

[quote who="peregrine23" reply="71" id="3618412"] We're pretty close. As much as we love early access, we don't actually rely on it for our QA needs. At this stage, it'll be more about balance and seeing if anything went through. I am expecting a VIP code to send to founders immently. It'll be in the founders forums. [/quote] Okay I'm ready to take a guess [e digicons]}:)[/e] 2/4/2016 @ 10:00 pm

96 Replies 651,049 Views

[quote who="Frogboy" reply="158" id="3554144"] We're not really thinking a remake of WOM. Rather, should be invest in updating what we have and making it available on Steam? It would gain the engine updates that LH/SK have but it wouldn't be a new game. The question is, was WOM "fun" enough as a concept to justify this work? [/quote] For all its faults, I have such an emotional attachment to WOM (hundreds of hours playing BETA's, init

206 Replies 1,578,390 Views

Derek - I remember having this same discussion with Frogboy back in the development of Gal Civ II. The hardcore players always want more & bigger everything. Frogboy got a little peeved at us back then, but we're all still playing his games so I guess that just says that eventually we'll get pretty much everything we want. Do what you have to do to make the game playable for the biggest audience today. I think most of us trust you to get it right in the

8 Replies 18,667 Views

Thanks for the link BuckGodot. [e digicons]k1[/e] Don't know how I missed that one! I understand why Stardock did what they did, but as most people said - not really an optimal solution. I run Insane maps set at Abundant everything with a customized race, all the other races, & lots of minor races. Never had a problem. Guess I'm one of the lucky ones. I'll check out your fix to see what I missed!

8 Replies 18,667 Views

Sorry Derek but this fix doesn't make any sense - "Habitable planet creation balanced for larger maps" I pick Abundant because the word means more than would normally be expected. Why Nerf a feature that already has a fix? If a player doesn't want as many Habitable planets all they had to do was pick a lower setting. You don't need to fix this for me - I know how to manipulate the XML cod

8 Replies 18,667 Views

The Star Date: May 24th, 2315 The Occasion: Annual video message to the people of Earth. And so once again it is my pleasure to open the annual commencement of Peace Day with this free game from Stardock Ulimate Gaming. As we begin the 250th anniversary of world peace let us never forget the immortal words of Frogboy. "Some people like watching movies. I like making games." His vision has given us the Utopia our ancestors could only envision in their "movies".

14 Replies 31,875 Views

[quote who="SteveG700" reply="13" id="3551805"] Wow, you guys are great. Still wish there was a Civopedia. Now, once I add the mining module to a starbase, is there any way to also add the modules, like for economy? [/quote] No - Mining or Economy, not both. Now Relics are a different story you can add either a Mining or an Economic module to a Relic starbase, but again not both. Just remember that you will probably only need 1 Mining starbase per co

20 Replies 36,093 Views

[quote who="SteveG700" reply="10" id="3551687"] Came across another peculiarity: 4) I've built constructors to mine resources that I find. However, it looks like I only get a single actual unit of that resource. It doesn't accrue. So, if that's correct, then I get to build one ship that uses that resource, and that's it? One mining rig for every ship that uses duranthium? And on top of that, I'm supposed to building starbases for other purposes than minin

20 Replies 36,093 Views

When pirates attack shipyards or starbases no hit points are shown in total defensive hit points. Actual hit points of shipyards/starbases correctly taken into account in battle however. If there are ships defending only their hit points are shown, but again actual total points used in battle.

1 Replies 5,579 Views

- The icons for the planets are blacked out in the colonies list (left corner). I have already restarted the game, and it wasn't fixed. So far it happened only in this game: Known bug - supposed to be fixed in Beta 6

10 Replies 56,334 Views

Pictures of planets in colony list disappear when I do save game. When next planet colonized its picture is added, but disappears (circle goes black). when I save game. Loading saved game from Main Menu does not brings back pictures. Loading game after closing to desktop and restarting Gal Civ III still does not brings back pictures. However a save and reload from Main Menu brings up the same monotone (no colors) pictures to all planets (note - real pictures flicker bu

3 Replies 7,982 Views

[quote who="Nastytang" reply="8" id="3535754"] well I turn off grid and have performance on low this help me run the game better. [/quote] I'm sure that's a good solution, but part of being in on the BETA is we're supposed to push the game. Actually try to cause it to break. That way Stardock can fix things before release. Not saying you can't play the game anyway that makes it enjoyable for you, but the Dev's need feedback about what is

29 Replies 158,659 Views

Sorry to say, but you'll still have issues playing on insane maps. I have an Intel i7 2600 @ 3.4 GHz (Quad core) with 8GB running Win 7 64 with a NVIDIA GeForce GTX 7560 Ti, and a few turns after loading a saved game the hesitations and hangups start again. They happen whenever you move the cursor, point to a location on the minimap, or simply click on idle ship/shipyard. The screen jumps to several locations before the computer locates the right one. Not sur

29 Replies 158,659 Views