blow up their star bases and then build your own!
ManiiNames
Important info: Shrinker adds 10% capacity, but it can be increased through adjacent military or hex bonuses. +5% per, adds up fast.
Upgrading allows you to choose from designs you have available; is there a tiny hull ship with a constructor module in your list?
Indeedy, I would like to see them.
Seen this as well.
Trying to wait for r3 then I could be interested.
Pondered how I would figure out when I actually bought the game, but Stardock.com keeps good records, and my account info says it was the Galactic Civilizations III: Founder's Elite Edition on 15 Oct 2013.
Production rollover is working right now in 0.82.
Prototype survey module gives +30% Beam Range, and has no sensor capability? Is that correct?
Greatly prefer the upgrade path, as building something in a single pass seems quite unlikely unless I was applying huge amounts of money to the problem. I will normally turn off auto-upgrade early on in a new colony's development, because I want to build say some factories but not invest the effort in upgrading them to megafactories until I get certain other things up and running. Reasoning is a factory gives +25% prod, but each additional increase is only another 5%.
Seen this as well.
Known bug, use "Quick Start" and it will generate a fresh map, applying whatever race + galaxy settings you used in the last game you created.
If you turn off auto-upgrade in the governor panel of a world then the various versions of buildings become available. I'll admit I never tried building them in one pass though, I prefer to start w the small building and work my way up.
I personally find abundant planets to make for a ridiculously huge empire and a lot of required planet management. That being said I'm glad it got fixed.
Any more info on puzzling this out?
my founders star name is the "Howling Dog" star in honor of my Beagle.
With only one ship per turn the balance issues seem to already be taken care of?
Yes, because the shipyard probably had 2-3x as much hull as your ship did.
Check the log that is generated during the encounter, you'll find your ship IS shooting and doing damage, just no SFX.
Seeking advice on how to actually fix this. As my first attempt at a mod/fix in GC3m I ... Copied the RaceTraitDefs.XML file to \Documents\My Games\GalCiv3\Mods\Game Modified the Dense traits to change Colony to Ship Launch game Create a race with the top end Dense trait
I think it -does- give +5, but only if you put 100% into research. If you put in 33% you get 5/3 instead.
I saw the same issue. Ships I had customized in Beta 4 were available right away in Beta 5 if they required no special technology components. Example: I had a triple constructor ship, mass 90-something available at the start. In the designer it showed up as 90/60.
Is it correct that everything has -1 movement from previous? Our starting scout ships now have a movement of 1 for example.
Err wow everything has less movement than it used too. Scout ships 1 move etc. NEED MORE DRIVES!!!