A few more issues: 1) When you gain the Elevation Foundation ideology improvement, it upgrades the Missionary Center as expected, but then the Missionary center is available again (only one more can be built). 2) Tourism seems to be way overpowered. A newly colonized world with a population of 3 on its first turn without any improvements--and with production set to 50% manufacturing and 50% research--is generating 16bc in tourism. Almost all of my income is generated via
ScrivenerOfLight
[quote who="Lucky Jack" reply="7" id="3501273"] Stardock has already acknowledged that they have errors in the calculations from artifacts and they have "corrected them internally" and the fixes will be out in the next patch. [/quote] Thanks. I only had time to watch about half the stream, so I missed that. I have no worries about things like this--I know the dev team is working hard and things like this get missed, but that's a large part of why I'm pla
[quote who="kestlstw" reply="4" id="3501153"] I was outvoted on the ban on colonizing within the zone of control of other powers and now can only colonize within my own. I plan on putting up starbases next to the planets I mean to claim. Still annoying and assume its a bug. [/quote] Haven't had that resolution yet... So are you saying that when this passes, you cannot colonize even unclaimed territory? I know there is another resolution that halts all
Updated and amended: Ideology Issues 1) Mindfulness says it applies to "your first 3 worlds," but it actually seems to apply to many more... all 20 of my planets in a current game have the mindfulness bonus. 2) Pragmatism is adding the Gross Income bonus but not the Research bonus. 3) Some options don't subtract points when unlocked. So far, I've found this to be true of Empathy, Pragmatism
[quote who="Franco fx" reply="3" id="3500879"] How do I use those artifacts? It says put a lab on a star base near the artifact but I haven't found where the labs come from. They are not a star base option that I have seen. [/quote] You have to research the archeology tech path--for Terrans it is in the Engineering tree after Interstellar Survey. [quote quoting="post"] I put a Xeno Archeology Lab on an Approval artifact...now all my planets have >500% app
You should be able to access all the ideologies, with some specific options within each tree presently disabled. You will be automatically prompted to unlock the pragmatic and malevolence trees if you make the corresponding selections when colonizing planets. In other words, when colonizing, select pragmatic or malevolence choices as you like, and once you have enough points in those particular ideologies, you will be prompted (with "ideology" in the place of the "turn" button) to sel
Yeah--I'm not disinterested, just busier than normal. Keep them coming! You guys create some brilliant stuff.
Ed, you beast! The words I love the most: "so far"
[quote who="parrottmath" reply="425" id="3491027"] The type D battleships or the type L battleships and such. Not saying it is perfect, but it can be done. [/quote] I had forgotten about the different types. I guess the only thing I'd like to add is that I love the blueprint system (overall) and am excited about being able to play with establishing blueprints for custom designs.
Here are a few other things I've noticed my last time playing. 1) the mini-map has a seam running through it... 2) survey ships can auto-survey out of your ZOC. 3) the stadium improvement seems to be giving me two bonuses, one 30% and one 20%. I'm not sure if this is because it was built on an approv
[quote who="parrottmath" reply="421" id="3490976"] I would support the idea of when upgrading a ship to a newer design that instead of overwriting the old ship design it is included in a blueprint as the viable upgrade path. So next time you play you have the old version and as you unlock the new tech you get the new version automatically unlocked for you. Make it a path ship upgrade save. Thus, we can customize exactly how all our ships will upgrade on the path to empire dominance.<br /
[quote who="Rand Johnson" reply="419" id="3490971"] Here is a pet peeve I have about saving ships in the designer. I would like to be able to overwrite the old ship files when I am upgrading my ship. As of right now that feature is available. I have to delete old ship designs after saving newer ones for the same ship. In GC2 we had the ability to overwrite designs of the same ship and I would like to see that feature in GC3 as well. [/quote] I agree, and I would like t
I was going to post the same thing--in my last game I wormholed across a large galaxy to the opposite corner when my range was less than half the map... Managed to get an extra survey ship from one anomoly and the two went to town. I's been a few dozen turns and maybe 20 or so anomolies, and they are nowhere near back within their ranges.
[quote who="Edladner" reply="398" id="3489822"] Esthetically it is cool. From an engineering standpoint, I think it would fly in circles. [/quote] And that from a guy with a dragon ship that breathes plasma ;) Cool stuff Admerial_Bob. I really like the backward D-shaped gap between the fuselage and the wing. That notch in the main hull section gives the whole design a lot of character.
Right!? Pretty awesome--major kudos to the development team! I was looking back at some of my old GCII designs and they just pale in comparison (and I thought they were so awesome at the time). I do miss some of my favorite pieces from GCII, but there are so many better components now, and with more to come, I cannot complain. And we can make our own using the export tool--which I did for my latest ST inspired frigate (the wing sections have the component shown below, which was m
[quote who="joeball123" reply="22" id="3489566"] Let's redo your math with a reasonable number for a low-population case. Let's say 0.25 billion people. That's a quarter of a unit of unmodified production. Let's add 200,000 Lossless Farms to that, just because you've used some ridiculous examples and I feel like returning the same. That's a population cap increase of well over a quadrillion. How much does it boost my production? Oh, it didn't boost it at all,
I like all the new ships! The Sisko, I like your designs--I love asymmetrical ships, and your awesome scout reminded me that I forgot to post an asymmetrical ship that I had built a week or so ago. I'll post it in a bit. Admerial_Bob, I'm really liking what I'm seeing! Cool stuff. I don't know what to say to you, Ed... I like your dragon's teeth(?). I did have a good laugh--I hope that's alright. Peregrine--the Omnipotent has a
Thanks for the update Rand. I agree--I've added TONS of components, grouped them, flipped them, etc. and no slow down. That bug seems to be squashed. In my Beta feedback thread , however, I did recently post a series of additional quirks and bugs related to the designer. Curious if you (or any of the others who spend a lot of time in the designer) have experienced any of the issues I've list
I like it Peregrine, and since Rand brought up names, I have to mention I just noticed that the name of your other sensor ship was Omniscient. I love it. As for this one, I just don't see the Drengin as that sophisticated... So I'm glad the class is named Hammerhead. Strangely fitting ;) Regarding Drengin designs--I agree there aren't enough, but I'm still in my first beta game (as Terran). When I'm finished, I'll play Drengin or Iridium and post the resultant
[quote who="Rand Johnson" reply="352" id="3489111"] I'm just going to wait until they implement the color change tool for ships when we start a new game/ [/quote] That's my plan as well.
Rand, that's some pretty sweet new stuff--the Titanic is great, and I love the bridge detail. And thanks for the compliment. I cannot deny the obvious ST influence. My initial design concept was 'how can I make a saucer without just using the saucer pieces' ... And I went from there. And I created several nacelles before settling on the more wing-like direction. I'm pleased with the outcome.
Thanks Ed. Admiral, those are some nice ships--though I'm partial to your cruiser. I really like the thought behind the flaps in back, and it totally makes sense to have them close down for warp and open for better maneuverability. Look forward to seeing more from you.
So I spent way more time designing and playing than I should've... but what can I say, it's just too much fun. Here's the latest, another frigate. <img style="float: left;" src="http://i1078.photobucket.com/albums/w496/scrivener_of_light/GalCivIII/Top_zps63707459.jpg" alt="Top" width="1024" height="576" /
So as I've been playing with the designer, I've been keeping track of some oddities. 1) It appears that exported components don't become semi-transparent like normal components when attaching them to anchor points--which makes it difficult if not impossible to see the anchor points as you attach the components. 2) When exporting a component (wing) that included other exported components (circular pieces), the wing export has a single thumbnail, but the exporte
I'm glad to see I'm not the only one building sensor ships! I like your designs, peregrine23. And Edladner--great new design. I think I'm going to have to design something new now!