LunarMongoose

LunarMongoose

Joined Member # 2630681
2 Posts 31 Replies 307 Reputation

CoW I have no idea, I couldn't care less at this point. But for Mega Events, it won't. Period. If they wanted it to work in multiplayer they would've done it that way in the first place, and it would doubtless take some work to change now. They don't have any spare dev time at all, they can't even stop to fix 60 bugs brilliantly flooded onto this forum a couple months ago by one dedicated user, many of which would only take 20 minutes per bug to fix imo. And they can't even be bothered to do

24 Replies 99,149 Views

[quote who="AdamMG" reply="5" id="3772257"]If you want to bitch about this ad nauseum, just find another game. There are lots of UI bugs.[/quote] The problem with that is, there ARE no other games of this type and quality. Just Stellaris, as far as I know, and it's in way worse shape than GC3 is since they shot themselves in the foot (my opinion) with the Pop system, rendering it unplayable on all but the smallest map sizes. If a person wants to play a game like GC3 (and

6 Replies 7,279 Views

[quote who="rap33042" reply="3" id="3769700"]This game is riddled with bugs that never get fixed. I am tired of pointing them all out. An exercise in futility. I am looking forward to version 4.0 to see what has been fixed or once again ignored.[/quote] Yeah, I'm not holding my breath sadly. The 4.0 announcement post makes it sound like the structural update for easier modding is the main focus. Which is all well and good, but to me personally, bugs are always top priority.

5 Replies 25,809 Views

[quote who="AdamMG" reply="5" id="3765121"]The tech screen upon leaving ideology shouldn't be a tough fix. Nor should having a global "don't upgrade planetary buildings by default".[/quote] Sadly, the trivial amount of effort required to implement a fix rarely, if ever, seems to have any bearing on whether or not it actually gets done, in my experience. Which of course is just awful. If I were in charge of a game project I would constantly be looking to round up as many

12 Replies 15,046 Views

Wow, I was fairly certain this game was dead from the way they were talking about it 6 months ago. Bad Steam reviews, lack of time/rsrcs to work on things, wanting to remove the tile grid entirely in GalCiv4, etc. This is unexpected and pleasantly surprising. I'm not going to bother weighing in on anything else this early on b/c I don't see any point, but since Frogboy specifically mentioned Multiplayer in his post (again, I'm shocked, but in a good way!), I'll just repeat... *yet aga

63 Replies 449,071 Views

I don't have a strong opinion either way on the locking, I can see both sides of the argument. Unfortunately the game will continue to remain unplayable for me personally, regardless of any other considerations, until this is addressed (quoting from Page 3 of the Version 3.03 thread): [quote who="Old-Spider" reply="75" id="3716474"]The AI is ignoring the extra movement cost system. See this post for some information. You can also

53 Replies 298,845 Views

[quote who="Derek Paxton" reply="9" id="3713829"]I don't agree that the AI is exempt from range rules or ignores fog of war.[/quote] Lol... Based on what proof? Sorry, but I trust a forum poster with evidence (tests, screenshots) about a million times more than I trust a dev with a simple one-line denial. [quote who="Derek Paxton" reply="9" id="3713829"]I will say that providing a fun opponent to beat is the primary objective of AI, and the AI gets handicapped in a lot of case

12 Replies 54,373 Views

[quote who="PalaceGuardian" reply="6" id="3713353"]Unfortunately, AI development has fallen far short of the Devs goals, so to compensate AI controlled players are given perks like exemption from Range Rules, No Fog of War (they know where the planets are at start and all of your ships), and most annoyingly, every time someone beats the game the data is sent to Stardock where they nerf the most common strategies to give a veneer of increased AI difficulty.[/quote] I see. That explains

12 Replies 54,373 Views

[quote who="Old-Spider" reply="2" id="3713328"] Fixed an AI issue that allowed freighters to go way beyond their normal range This isn't fixed very well. I started a new game without mods in an immense galaxy using the races that come with the game. I started on the edge, so I didn't have to restart the game. I then opened the console and used the fowtrans, god and soak commands so I could watch what happened

12 Replies 54,373 Views

[quote who="Horemvore" reply="5" id="3713228"]Thats been worked on and should be fixed next patch. One of the devs mentioned it on Discord.[/quote] Wow. That's pleasantly surprising! Now if we can just get 10-20 more bugfixes in addition to that, I might even be able to play it again... After another month of modding of course... *wistful sigh* Unfortunately I don't use Discord except when I absolutely have to. Be nice if the devs weren't totally silent on their own forum (*co

27 Replies 1,027,534 Views

Thank you for posting all this in one place! And please don't forget the unlimited-range-on-all-AI-ships bug too, which I consider pretty severe. ;)

27 Replies 1,027,534 Views

Sorry, but I bit my tongue on this for the last 24 hours and it just kept making me madder and madder. So at the risk of getting myself banned, I'm going to reply to this post, with my honest reaction: [quote who="Frogboy" reply="5" id="3710085"]I doubt it makes much of a different one way or the other (I have thousands of hours in it and never noticed it).[/quote] LOL! I haven't touched this game in many months, and yet it's stupidly obvious to me just from reading this threa

25 Replies 131,874 Views

[quote who="Nilfiry" reply="12" id="3711698"]I am just more frustrated as to why the devs decided to put such a severe cap on Durantium--or rather, why the resources are set at the levels that they are.[/quote] I played most versions of GalCiv3 from 1.0 through 2.3. There wasn't a single time when I didn't feel the game required extensive modding, both to fix large numbers of bugs (and that's just the 30% or so that could be fixed by

19 Replies 56,081 Views

I remember reading about the 6 Shipyard Sponsors bug several months ago, at least. I probably sound like a broken record at this point, but this is yet another endless example of something that should absolutely NEVER have happened in the first place, just from a simple programming perspective. I'm sorry but it reeks of never double-checking code, never testing things, never putting ANY thought into possible unintended consequences, and just plain bad programmers doing most of the gru

5 Replies 20,409 Views

[quote who="Frogboy" reply="21" id="3699286"]More should be done on bugs and polish. I have 1,755 hours into GalCiv III and agree the game should get dinged for this.[/quote] Well hallelujah. Unfortunately this admission is way too little, way too late imo. Bugs aren't just a problem with GC3; they're a disaster. It is literally the second-worst commercial video game *from the bug standpoint* that I personally have ever seen, losing out only to the all-time winner in this catego

31 Replies 341,808 Views

1) Here's a big one, quoting the "Yor colonize with 0 pop" thread's top post: [quote who="Franky999" quoting="post"] The YOR will create colony ship from planet with low pop with 0 Population aboard. It will then colonize planet with 0 population. I have also seen it's durantium going in the negative. Probably after manufacturing population ! [/quote] 2) There's a long list of posts about how bad the "Station Garrison" thing is ri

4 Replies 9,381 Views

[quote who="Frogboy" reply="1" id="3695079"] You can disable them via the Mega Events setting in game set up. I personally like things like that provided they are very rare. [/quote] And yet when more than one human player is affected, you suddenly flip over to the polar opposite point of view, as evidenced by your 2-year-long refusal to allow players to enable Mega Events in Multiplayer if they themselves want to.

4 Replies 17,766 Views

It has nothing to do with Ludicrous map size. It does this on ALL map sizes. And yes, there is a way to fix it. I alrdy figured out how entirely on my own (since, as is often the case with the endless problems in these games, there were no answers posted online), and fixed it in my mod last February. You have to change the XML, either with a mod or by editing the base game file directly. In "GalCiv3MapDefs.xml", fairly near the bottom, change the values on these two lines to r

5 Replies 45,934 Views

Lol yes Slave Trade Routes were very bad before, we always had to be sure to unlock them right before unlocking the awesome Luxury Trade Routes so we got the good type for the rest of the game and weren't stuck with these. If you've made them even weaker, that's completely, and rather hilariously, the opposite of what was needed. I'll have to remember to fix this in my mod hehe.

65 Replies 187,132 Views