[quote who="Horemvore" reply="13" id="3755425"] Wormhole Power - Like why? Point of this power eludes me. [/quote] I have used it to get rid of a colony ship that was about to settle a good planet that I wanted but couldn't settle for several more turns. I have also used it to relocate an invasion fleet that was getting too close to one of my planets that didn't have enough defense to prevent the invasion. It does have some uses.
Old-Spider
I have never received a colony ship on turn 20 out of nowhere. When I get one it usually comes from an event, which you aren't having. The other way is when I build Tyron's Destiny. It gives a colony ship with a population of 5, but it is right next to the planet where it is built, and there is no notification that it happened. It just appears. Are you somehow managing to build it on your homeworld on turn 20 every game? I can't think of any other normal
Brad did a series of Dev Journals on Retribution. You can get the first one here . There are links to the others in each journal. Maybe they will answer most of your questions.
Bumping because I'm wondering if anything is being done about this.
Background While in the shipyard screen, it is possible to build a ship by double-clicking on it. When this is done with missions, sometimes the mission is built, and sometimes something else is built. When something else is built, it is usually whatever is first in the list because the default selection when entering the shipyard is always whatever is first in the list. If a different ship had been selec
Opa-Opa and Schism I downloaded a usable save using the second link. I loaded it into GalCiv3 and followed the steps listed in the OP. I also got the stuck turn. The devs should be able to use this save to find the problem.
Interesting. I guess this explains the posts Brad made in the past few months about this type of cloud computing. I'll try to have patience while waiting for more details later this year. [quote]Stardock has 3 titles in various stages of development that make use of Cider Cloud. [/quote] These are my guesses: Ashes Escalation 3.0 GalCiv 4 Star Control - whatever the extra name is I'm not guessing Sins 2 because that is an Ironclad gam
I started a new game with this version and tested the current change. I think the movement of ships near hyperlanes is just about perfect. Every path they took seemed to be the best one. They entered and exited hyperlanes to take the least number of moves. All my complaints in Replies #4 and #6 no longer exist. I think the problem is fixed. Thanks very much.
I've found a minor bug. There is an extra Mission III with a different name and an extra Mission VI with a different name on the right side of the mission selection screen.
[quote who="GalCivius" reply="2" id="3750471"] Thanks for the swift answer [e digicons]:)[/e] [/quote] I edited my reply with more information.
Silicon-based races originally used Durantium, but it was changed to Promethion. The information about Durantium was never updated. Only Promethion is needed to build cities. You do need cities to increase the population limit for planets, but you don't need food, just Promethion. You should destroy arable land and use the tiles for something better. If you take over a planet full of farms, you should also destroy those farms. Also, if you get any event t
I think I have found what is causing the problem with hyperlanes. This is using this hot fix without the mod that changed . I have a ship at one end of a hyperlane. The pathfinding thinks the ship can travel 20 hyperlane tiles in one move. This is early in the game when I only have +100% movement in the hyperlanes, which means any ship can only move 2 hyperlane tiles in one move. The pathfinding is wrong by a factor of 10
[quote]Improved Hyperlane pathfinding on larger maps. [/quote] While ships now do a better job of using hyperlanes, the pathfinding has gone too far in the other direction. Ships now prefer to take a path that uses the most tiles with hyperlanes instead of the most efficient path. Here is a screenshot showing this. </p
I can improve the culture ring of my culture starbase. It's the only thing keeping one of my planets from flipping to my neighbor. This is a new game with the 3.7 release version. I have all the expansions and DLC, if that makes a difference. Also, I am playing as the Arceans, if that makes a difference. I am not using an
As I mentioned, this is from a game with the 3.7 opt-in from 4-26. While there is some improvement in ships actually following the indicated path, it seems to be mostly for paths where the destination is closer to the origin. If the destination is too far from the origin, ships will ignore the calculated path and take a straight path until they can't. I am trying to show what seems to be the problem. It seems like there is a section of the code that calculates the pa
When a ship is moving in the galaxy, it has a start point and an end point (obviously). No matter where these two points are, it is possible to draw a straight line from the start point to the end point. This line will ignore all impassible objects and all areas that cost more or less movement points than the basic 1 per tile. When the game uses the code that calculates the path the ship needs to follow to get from the start to the end, the code takes into consideration
[quote] ... I can salvage all turrets ... then use that salvaged metal [/quote] Today's changelog indicates salvaged turrets no longer provide metal.
It has been mentioned in several posts/comments by Draginol that the units assaulting the colony will sometimes panic and stop or reverse direction if a lot of them are being destroyed. Some posts have been made reporting this behavior as a bug. I did some testing on Mission I to check out different graphics settings and just put down a few chain guns. I noticed a lot of panic in one of the assault waves, so I tried it several times just to watch it. I then record
[quote]Towers no longer give metal when scraped[/quote] The tips for Siege contains this: "Scrap unneeded towers for extra cash as you approach the end of a mission and limited enemy types remain." There is no cash in the game, and other places have comments that it gave metal. The tip should be modified or deleted, or it will probably cause confusion in the future.
On Mission IV, near the end, the enemy tries to attack my reactor by going into the canyon. The last ones are hard to destroy.
I'm liking this version a lot. Overall, it is a lot more interesting and challenging. I started with Mission VI since that is as far as I got on my laptop with the previous version. I kept getting defeated, so I decided to start over at the beginning. I have only completed the first two missions at this time, but I have already learned how to use some of the new towers a lot better than I did when I tried to continue at Mission VI. I will start over on my desktop b
I have now had the game crash on me. I wasn't playing seriously and allowed too many of the enemy get to my colony. I think the enemy did enough damage to my colony to cause it to explode just before the game crashed. I had the colony at level 3 to see how it looked. It looked good before it exploded. [e digicons]:P[/e] The Stardock crash reporter sent in a report about 15 or 20 minutes ago.
I was going to post about this, but then I saw this post, so I'll add to it. Another one is "Healer's" should be "Healers".
Before I get to the strange things I need to say that I'm enjoying this most of the time. The main reason I don't enjoy it is because I make mistakes and the enemy overwhelms my defenses and destroys my colony. [e digicons]XO[/e] Of course, I just play that mission again (and again and again) until I finally win it. Then I like the game a lot more. [e digicons]:thumbsup:[/e] Here are the two strange things. I put this one on Disco
For Mission IV, the description is "Distant paths with require new strategies to defend." The word "with" should be "which" unless the description needs to be reworded.