You know, this might be the first time in long while that I've been excited about GalCiv 3 news. I haven't liked many features, updates, or DLC. Things like Administrators, Citizens, Governments, etc are I haven't liked. I'm really hoping that I'll like this new expansion.
DivineWrath
[quote who="AegisWolf78" reply="7" id="3738528"] Also, a lil clarification for us here: Cargo Ships will be just Freighter with a different role or an entire new class of ships? [/quote] I'm under the impression that it'll be something you build at ship yards and send to planets. Convert ship production to a one time boost to social production. Maybe 50 points of ship production converts to 50 points of social production. It could be 100, 200 or some other number of ship
I want hypergates! Cargo ships also sound useful.
There is this bug where I can't merge fleets properly. I'm trying to do so while including a command ship. I was playing the crusade expansion. For instance, I have 26 logistics units of ships while having a logistics cap of 24. With the command ship, I should have a cap of 30 (25% more). However, I couldn't merge the fleets when they where both occupying the same tile (using manage). When occupying different tiles, I could not add the fleet that had command ship to the other fleet
[quote who="Frogboy" reply="2" id="3737230"] People actually are accusing me of making up this chart. "No one is that ignorant on copyright". [/quote] I used to think that people can't be that dumb, that ignorant, or that foolish. Its a myth I had that was dispelled long ago.
I have a suggestion. The people who might get laid off; why don't you employ them to modernize the source code for GalCiv 2? That way it can compile on modern machines. That way you can do updates to it again. At least, thats the reason I recall hearing of why GalCiv 2 no longer get updates.
I was thinking the same thing. Terrible timing. A good way to sour new years celebrations. I prefer to stay out of this fight. I don't care much for star control. That said, I think this is a low blow.
I'll keep my eye pealed and ear open.
I'm not an expert in this game (I prefer GalCiv 2), but I'm pretty sure you have everything you need to get started with starbase construction. No techs required. You can use the mining ring to get a mining operation started. Economy ring for economy boosts to planets, military ring for military boosts to ships, and culture ring for culture. You can also build a xeno archeology module for precursor relics and ascension crystals. Techs will unlock more modules for your starbases.<br
Thanks for taking the time to post this. I too think GalCiv 3 pales in comparison to 2. It can be hard find the words needed to explain it. For me, it seems like what the devs developed as features, I find complicates the game in bad ways. I don't like having to manage planetary adjacency bonuses, I don't like tech specializations, and I don't like galactic resources (such as antimatter). I find that adjacency bonuses can sometimes make or break the game. Tech specializations don't
I'm still a little bitter over the sale of Impulse. I bought many games there. Some just to support Impulse and various game studios. I figured that I would be able to play most of them eventually. Well, that didn't work out. Impulse seems pretty dead now. I can't even install my games from archive.
A warning. The AI can surrender to your enemies instead of you. They can surrender to anyone, but they tend to favor whomever can take care of their people well (often their friends).
I used to use Microsoft Internet Explorer. Then one day it became quite evident that Microsoft hadn't been updating or maintaining IE for quite a while. I moved on to other internet browsers. Now they have the gull to tell me to switch back? No thanks. Edit: I didn't like that they abandoned their software, and I don't trust to them not abandon it again.
The speed limit event never ends. Most people will load an autosave if they get it. They rather lose a little bit of progress than have slow ships, especially on a big map.
There is a small change I want done. Change the Yor's efficiency center so you can make as many as you want. Without it, its hard to make enough money to do things. Nabbing other civs economy techs becomes a must.
There's a mistake with Sins of a Solar Empire entry. You can also get it on GOG. Link: https://www.gog.com/game/sins_of_a_solar_empire_rebellion_ultimate_edition
If you want influence stuff, you will want to avoid the Yor, Thalans, Drengin, and Korath. Unfortunately, the Yor do have a weak economy. They can't mass produce economy buildings like the other civs can. Buying other civs economy techs is a must. A 100 points for custom races you say? Strange. I'm getting 150 points. Have you tried pressing the reset button?
Not a perfect solution, but have you tried filling your queue up with multiple 'aid xxx'?
Population increases taxes. The base tax rate is the square root of the population (in multiples of billions), so 1 billion is 1, 4 is 2, 9 is 3, and 16 is 4. So increasing population for taxes offers diminishing returns. I find that that tax rates in multiples of 10 greatly increases morale loss. As such, I try to keep my taxes at multiples of 10 -1, so I would use 49% or 59% taxes. I don't know the exact equation that is used for taxes. High populations is
No. Its first come, first serve. If they're there with a colony ship, they can take whatever unclaimed world they want. It takes 4x the influence to flip a planet. Having dominant influence in an area isn't enough, though its a good start. You could colonize the worlds and then destroy them. I think you completely destroy a world when you do that. You need to click the details button to get to the screen that has the destroy colony button. While nabbing high q
Alright. I've done plenty of testing. I played a few times as each civ. I think this mod is good. It has about the same feel of v2.04 but with updates and bug fixes. Some comments: -I noticed that the various files had their data reorganized. Much neater than before. -Is there any reason why the output for the initial factory and research buildings for the Thalans were reduced slightly? -Is there a reason why stock markets no longer have influence bonuses? -The
I have GalCiv 3 on GOG. However, I haven't designed any ship templates. I haven't been making many ships as the game designs ships for me.
The new patch seems to be working better. No extra civ capitals is present. I forgot to mention that Adamantium 2 is missing its tech name.
Well, I downloaded, unzipped, and hooked up the mod files. My problems occurs when I try to play with either 6-2-1 and 6-2-2. It doesn't matter who I try to play as. I can build civs capital buildings on all my colonies. Maybe there is a problem with the zip file? Have you tried to unzipping it and using the files you get? My GalCiv 2 version is v2.20 from GOG. Edit: Also happens on my Steam version.
I've downloaded the latest version (Community Update 6-2-2). There seems to be a bug regarding civ capital and initial colony. I can build the other version on a colony, so colonized worlds can build a civ capital, and the homeworld can build an initial colony. Checking the file, they seem to be missing the following: 0 Adding that code prevents the planet improvement from being a build able structure. Ed