Not an issue on the same level of importance as most of what's been posted or worked on so far, but the balance for the original release campaigns feels somewhat broken with Intrigue's release (my wife and I attempted to replay from the start of the story when Intrigue hit and ended up holding off until it could hopefully be reworked). The combination of the production wheel of yore with the tax slider from Intrigue and none of the mechanics (that we got to) from Crusade feels like a
Stormshaper
The expansion release messed with the campaigns (at least the Rise of the Xendar), just like Crusade did, as well. Cities costing resources, the production wheel (shudder) present but at the same time as the tax slider (which allows you to have full manufacturing production and a zero tax rate (since it only effects wealth production) for a massive approval boost at no cost). At least the buildings and the tech trees aren't as gobsnarled as they were for Crusade's release, which hopef
There should be two 'Aid' items down at the bottom of the list (unlocked with the default tech you begin the mission with). You may need to scroll down if you haven't pruned the list by building many of the special 'one per galaxy' buildings across your planets. If for some reason those aren't there, another workaround is to destroy a building on Ambassador and rebuild it to get around the inability to end turn. I finished that mission a couple of days ago on the most recent patch (wi
This was fixed in a recent hotpatch, and the campaigns (at least the ones I've played so far) are functional in both the 2.2 patch and the 2.21 opt-in. Happy hunting ;)
A huge thanks from my wife and myself as well ;) Once we're off work today, it'll be time to settle in and campaign our brains out.
I can confirm as well that the GC3 campaigns, as of 2.2, are still completely broken. It's a bit disappointing that so far, the campaigns have gone from wonky and a little broken at Crusade's release, to totally buggered in 2.13, and then to have no notes or communication regarding possible fixes in that span. For me, part of the difficulty stems from getting a bit too hyped up reading Brad's dev journals in the months leading up to Crusade's release, and then fast forwarding to
Another potential thought on the possibility of recovering administrators from decommissioned/destroyed ships/starbases: Rather then a flat 10 or 20 turn 'recovery period' for disbanded administrator projects, what if administrators effectively went on vacation after their project was ended, to the tune of 10 or 20% (subject to balancing) of the time their project had been operational? Ex: starbase Joe's Durantium Store has been in operation for 100 turns, but the empire's stock
[quote who="yamann777" reply="15" id="3598685"] For example: Planet "PumpItOut" has only production buildings on it. If I set the wheel to 'All Production', how is that coercion when it's the only job in town? If I set the wheel to 33/33/33, why should that planet be losing 2/3 of it's production? (1/3 going to 'no income buildings' and 1/3 going to 'no research buildings'). [/quote] This pretty much sums up the disco
[quote]Uranium, I think it's time we refund you and exile you from the forum. Nearly every post you write is incredibly nasty and has been for months. Simply put, I have no inclination to put up with your attitude. Moreover, you were the one who led the charge to have research costs be dramatically increased. Now that you got your wish and don't like the result, you lead the charge to flame us. I think it's time you go away. We don't need or want "customrs" like you.<b
Wow... just... wow... I suppose even Stardock has to attract some of the selfish, assinine, me first, frell the rest of the world type gamers out there, but Fluxx, you definetly represent the cream of that crop. Do the rest of the community a favor and take your lame-ass, self-absorbed, ungrateful jackass presence somewhere else, because you certainly are lowering the average post quality around here by several orders of magnitude, all by yourself. To the devs, from a
[quote]Why do you think every game that Blizzard releases is an instant success? it's because people are still playing their previous games 5 years after they're released, and it's not the single player campaigns they're playing over and over.[/quote] I've got to disagree with you here, as I'm currently playing through the Warcraft 3 campaigns (yet again) as we speak. Generally about once I year I load them up (yaay for the last patch removing the need to keep finding my CDs) and play
I'd like to suggest some improvements to the basic starbase mechanic. Economic starbases seem pretty useful and powerful in general, as the areas they are needed at generally don't move around Influence starbases (if my last couple games are any indication) are also very useful and powerful for what they do (pop one by an enemy planet, keep em off your back for a few turns, boom, new ful
Hmm... seems like alot of the questions about the usefulness of military starbases comes from playing larger maps where the proportion of space covered by the starbase is considerably smaller then on tinier maps. Do any of you think that military starbases would be more uesful on a huge/gigantic map if their area of affect scaled similarly to how the range stat scales on a larger map? Is there a point where the aura would be large enough to be 'useful'? For example, military starbase
Thanks for the quick reply I tried a workaround in a different topic "Could not create the render device" and modified the resolution numbers in my prefs.ini file, and was able to get the game to start. At that point, I'm unable to alter the resolution from within the game however (*cries* my poor 1280x1024) but at least it's operable (and as a long time Stars! 2 player, I'm willing to let the o
Evening folks, First trouble I've had with GalCiv (among many happy times) so throwing out my problem (and debug.err) to see if anyone can help DA has been running fine for me up until the upgrade to 1.5X, in the same time frame that I patched DA, I also upgraded my Catalyst drivers for my ATI X700 Radeon (from 6.2 to 7.2) When I went to play after both updates were complete, the game w