I was disappointed to see that an issue I pointed out multiple versions ago remains in version 4. What I'm referring to is an annoying darkened band around the upper and right hand edges of maps where the civs' colors don' show unless zoomed far in and even then they are subdued as though standing in a shadow. The area covered is significant and one can clearly see the straight lines marking the inner edge of its border when zoomed in or out. Is there going to be a fix for t
Mac2411
Glad to see that pathfinding was fixed, but disappointed that the other issues noted above (other than gigamass terraforming removal which was confirmed as intentional) are still unresolved.
It appears gigamass terraforming was removed from the game in this update. I'm guessing this is intentional but in case it's not I'm raising it here. I actually liked gigamass terraforming as it provided an outlet for all the excess gigamass I often find myself with.
I've disliked this resource clumping model from the start. It undermines having resources set to "rare" which is the typical setting I use.
It perplexes me that some of these very obvious bugs were not spotted before release of the 3.10 update; and if they were spotted, why the update was released with them. I would rather the update been delayed as to get this.
Yeah, I got a weird diplomacy message from the Onyx about my civ destroying crystals that were their children or some such nonsense. This was after version 3.10 was implemented. I thought it odd, but that is consistent with what you're seeing. Honestly I think this is another bug introduced by 3.10, which overall seems to be a buggy "update."
Playing a custom race and now have duplicate defense, morale, and science ministers. I suppose this could be a feature, but I think it's more likely a bug. I tried to describe this in an earlier post but there is a darkened band across the top of the galactic map in which territorial colors don't show up until zoomed in. It is very distinct as it is a straight line all the way across the galactic map above which the darkened area is present.
Another issue-I had access to Industrial Goods before researching the requisite tech and once I researched the requisite tech industrial goods was listed twice in the shipyard production options queue. Additionally, some territory is remaining unexplored despite my scout having gone through the territory. I noticed this after a scout ran through an area and when I next looked at it the line it had passed through was intermittently explored/unexplored. Put another way the tra
I've noted a couple of issues with Version 3.10. First, long range path finding by units is no longer functioning correctly. Specifically, when trying to send a unit on a long range trip the destination does not match the point I designate with the pointer. Instead it goes to some random location. Once I shorten the desired trip accuracy returns, but this makes it inconvenient to reach far destinations (has to be broke up into multiple smaller trips) and I don't believ
I've noted a couple of issues with Version 3.10. First, long range path finding by units is no longer functioning correctly. Specifically, when trying to send a unit on a long range trip the destination does not match the point I designate with the pointer. Instead it goes to some random location. Once I shorten the desired trip accuracy returns, but this makes it inconvenient to reach far destinations (has to be broke up into multiple smaller trips) and I don't believ
I don't care for this change at all. The previous approach seemed more balanced and more tied to the logic of the in-game universe. I also lament the reduced number of black holes and nebulae
Although I keep all my settings low, I've thought it seemed that starts are not as good as in previous versions as well. I've still never seen a precursor accelerator planet despite many, many, many restarts and partial explorations of the galaxy map.
Thanks for the response. It appears to be just that. Not sure why I'm not seeing it. The settings for planet distribution appear to have changed so that probably has something to do with it.
I note that I've not seen a precursor accelerator planet since the 2.92 update. Was it removed from the game? That would be disappointing. Also, the event in which the player can demand payment of money or payment in 3 arnor spice, if the arnor spice choice is made the player does not actually receive the arnor spice. Interestingly, it appears at the top of the screen for a split second before disappearing again.
Thanks for the answer-I figured that was the case but didn't know if I was missing something. I was generally aware of the changes to weapons, but eliminating an entire line of defenses and sensors doesn't make a lot of sense to me regardless of those changes. In the first place it seems to me that point defense and ECM would be a thing with civilizations capable of interstellar travel in a universe that still uses guided missiles as a form of attack. Using armor and
I am unable to locate the missile defense techs in the tech tree since 1.55. It also appears the sensor techs are gone. Is this a feature or a bug? Regardless, I think the lack of these tech lines is less than desirable.
[quote who="Horemvore" reply="3" id="3765805"] So I am hoping no starlanes, although that is the current route they are talking about according to Brad. [/quote] Starlanes?!?! In a Gal Civ game?!? Say it ain't so! Hate the concept. I'm not opposed to the current concept of "starlanes" in GC3, where they afford significantly faster travel, but leaving that as the only option for travel would be something that would cause me to walk away
I like the tourism penalties as they are. Without a significant penalty there's not a lot of reason not to take the unpopular trait so one can pick up other more important traits. In other words, I think there should actually be a significant cost to taking that trait. In fact, for several versions it was even higher and I wouldn't mind seeing it go back to that. In that version if one took the maximum penalty he had to build even more tourist buildings on one planet.&
Are you moving the single ship into the fleet or moving the fleet into the space occupied by the single ship? The former works (or does for me) but the latter will not if that ship takes the fleet over the standard logistics limit. While not ideal this situation has existed in all versions of the game to my knowledge.
It's commendable the degree to which Stardock is still supporting this game, but the fact that DLC's are still in the offing is just incredible.
Very welcome changes on the FOW and Surrender options.
[quote who="Publius of NV" reply="1" id="3761662"] These changes look good. You might want to look at the Unpopular trait as well as the popular. The Measured, for example, have an Unpopular penalty that is so large that planets with a single tourism improvement don't get any tourism income. You have to build two or more tourism improvements (Import/Export Center, Paxton's Emporium, Port of Call, etc) on the same planet before you can overcome the Unpopular penalty and even st
[quote who="DivineWrath" reply="6" id="3761629"] From my experience, the planets destroyed don't exist anymore. No planet, no asteroids, just nothing. [/quote] That's what I'm seeing. Just my opinion, but this is even worse than before. I really don't like this new mechanic and for the life of me cannot figure out a good reason it was added.
[quote who="Mac2411" reply="4" id="3760380"] Quoting admiralWillyWilber, reply 3 When you mean destroyed do you mean uncolonized? I have the same question. [/quote] I turned surrenders back on to test this and it looks like the entire planet is just gone inste