[quote who="ThorHammerz" reply="1" id="3646752"] Is it +5%? If so, then you will not notice any bonuses for ships possessing a base (e.g. before applying % modifiers) missile weapon value of [/quote] If that's the case than there needs to be a percent symbol added to that description.
Seilore
As I was playing I got a reward which gave me 3 choices. Benevolent +25 plus some bonus Pragmatic +25 some ship componant Malevolent +25 plus +5 missel weapons all ships I chose Malevolent however, no ships have any missels say one. and that one didn't get any extra. Have created new ships and none of them have any bonus what does this do? It appears not to be working.
The main thing that I'm seeing that I'm also slow to incorporate into my game is unlike GalCiv II where cap was at 22 mil (ruffly) per planet even w/ many farms and entertainment buildings although different things may allow to get a little more there is no hard cap that I've run into in GalCiv III. So playing GalCivIII similar to GalCiv II puts you behind mid game because of this. I was stuck only using 2 or so farms per planet and you need more in GalCiv III.
[quote who="erischild" reply="11" id="3646584"] By the end of the game, I will own all of the Autocarpus Viriles in the Galaxy, either by purchase or conquest, but that is only one of my obsessions. [/quote] Mine too... I like Helois Ore's personally bigger ships :)
[quote who="Horemvore" reply="3" id="3646498"] Quoting Seilore, reply 2 As far as Interstellar travel w/ the Torians having a different life support system so they adapt it a different way. It's still called Interstellar Travel and, is located in the exact same part of the tech tree and the cost is the same as other te
[quote who="zuPloed" reply="1" id="3646472"] Yes Torian has similar techs, but the techs are different. Xeno commerce: Torians get healing waters instead of entertainment centers. Healing waters give a little more approval (I believe) and give adjacencies to every type of improvement. Interstellar travel: Torians have different life support systems. One systems gives more range than the standard ones, but also has more mass. (their colony module also is a range extension)
Has anyone else noticed this? I was playing with another player versus 9 AI in a multiplayer game. (Tech trading on/brokering off.) I was playing with customer faction using the Torrian tech tree, he was using something based off the Terran or Thalan tech tree. He has free research points took hives and part way xeno commerce. I started researching universal translator so we can trade :) Finally I get universal translator we attempt to trade. &n
[quote]In the next DLC (Altarian Prophecy) we're going to be bringing back all the GalCiv II ship parts (and they'll be added to the rise of the Terran Alliance dalso) [/quote] Awesome.... Now for a tool to transfer the ship from galciv 2 to equivalent galciv 3.... Okay I know that would be near impossible but, it would still be awesome.
[quote who="admiralWillyWilber" reply="12" id="3646166"] I ran across this once that i noticed i looked at the tooltip and noticed that it said combat likely when i didn't have enough hit points on my survey ship. So i went in anyway and lost. For awhile i just did quick battles and wouldn't fight pirates unless my survey had 50 hitpoints. Now I'm back to watching the cinematic battle viewer. Lesson if i don't have enough hit points don't fight. I don't think it t
[quote who="Mystikmind" reply="9" id="3646110"] Combat odds.... I remember the 99% chance of victory combat odds in Civ4 going funny quite often whereby a cavalry unit with a riffle can defeat a tank! Lets say the cavalry unit is having a moment of being astronomically lucky, fair enough, but how the hell does that translate to being able to defeat a tank??? hahahahaha Games are stupid regarding combat odds. [/quote] True, however, even though I d
[quote who="pshaw" reply="6" id="3634862"] We fixed a bug for 1.71 that would sometimes reverse the outcome results. [/quote] This bug is still present in 1.81. In my current multiplayer game I battled the AI, the game reflected that I would loose with the following ships... my ship 10/0/0 (attack) 55/0/0 (defense) 55 hit points their ship 0/0/8 (attack) 0/0/8 (defense) 35 hit points I didn't understand why I would loose s
I've seen this as well...
From my reply on this post.. Future Ideas for Gal Civ IV (A Tutorial for the Game Designers: How to Design the Game So It is Not a Nightmare to balance). Personally I'd like several upgrades to MP to make things better as a whole for MP. Turn Timer (this can be set at the beginning of game 1, 2, 5, 10 minute ranges). Stability
[quote who="marigoldran" reply="21" id="3644346"] Yeah, except no one's playing multiplayer. Not that I'm aware of. They don't have Battlenet like Blizzard does, so there's no easy way to play or find games. Do you play mulitiplayer much, Blondini? All talk and no game. Is that what you are? [/quote] People do play multiplayer, the reason you don't see many games available in the lobby is b
Okay I'll pop in on this one. I'm with the majority here saying play the game as you want, that's what's great with this game. There is no one way to play. Now with that being said could I spam economic star bases everywhere, sure. Does it benefit me? Yes. Should it be limited? No. It would be great if the AI could exploit this, which they try but, are poor at it depending on difficulty and faction playing against. Does one have
[quote who="admiralWillyWilber" reply="5" id="3644110"] Well that is more of an AI problem than gameplay. I like the idea of space monsters. No reason to get rid of pirates. [/quote][quote who="marigoldran" reply="6" id="3644121"] Space pirate monsters! Why not? No, it's more than AI. The reason the AI can't be balanced is because if they were "balanced" to take advantage of exponential growth mechanics in the game, the hum
[quote]In other words, balance is a major issue in all three iterations. Game doesn't scale well to larger maps. [/quote] Where? The only balance issue I've ever run into is because of starting location which is by design to be random. The game does exactly what it is, it's a sandbox game designed to give the player as many possible options and the ability to play 1 map for months if wanted on the largest possible maps. The only scaling
Instead of this I would like a control option such as... Easy - (auto pilot-no ship designer all planets are game ai controlled) You essentially just control what ships are built and where they go. Medium - (some expanded control) Ship designer and pick focus of planets but, they are still built up by AI. Difficult - (full control) Everything is as it is with potentially even more options available. <
Same here it was on a ticket I had created months ago but, never was resolved. [e digicons]B)[/e] Okay after searching my tickets maybe I just posted about it somewhere in the lost forums, I know it was reconized but, I'm sure it's on a long list somewhere.
This was mentioned early on in alpha/beta and in dev streams after release that Paul was working on an excel document to do this? What happened to this is this still eventually coming out?
[quote who="mormegil" reply="1" id="3643888"] This is very concerning, if these screen shots are accurate, however we will need a save to track down the issue. Please submit a ticket to support. Have you seen this in single player? [/quote] Ticket was created (noted on original post). I have not noticed in single player, however, have mainly only played multiplayer recently.
I've continued to post on this early on. AI is still only thinks of each trade resource as 1 total item not multiple. Trade Resources Issues. Any trade resource the AI sees as 1 item. (very common) [exploit] Because these are stacked such as Helios Ore, this can be a huge exploit trading one item for 10 Helios ore isn't fair. [very common) [exploit] <
Playing a Multiplayer game this evening only to find that even though I have a balanced budget (7-10) earned income per turn, I'm loosing hundreds of credits per turn for no apparent reason, I don't have any weekly treaties w/ money going out per week although I'd assume that would show in the budget screen too. Please explain here are two screenshots. The previous Turn I had 578 credits at the end of it, now 299 with no purchases. Ticket to follow end of action
GalCiv 1.85: Large Empire UI update, Small Empire Bonus (Summer) From The Galactic Civilizations III road-map thread (Summer) Would imply prior to September 20, 2016 [e digicons]B)[/e] You're Welcome .
I've noticed this more and more over the course of the last couple of weeks. At this time I don't have a specific save file to go off or anything to really create a bug report at this time. It should be reproducible as we've seen this in both games created after 1.8. Everytime the other human player has submitted crash reports via the new tool. Specific steps although doesn't happen every time are as follows... One player is doing random