Falkoner

Falkoner

Joined Last seen Member # 2895379
8 Posts 47 Replies 5,116 Reputation

[quote quoting="post"] So apparently this is an old problem, also apparently patched out years ago but i ran into this on a game i've invested a serious amount of time on So can anyone tell me what where and how i can get this patch to fix this thing. I have to say that when things like this happens its kills any desire from me to purchase anything from companies who dont take this kid of thing seriously and actually fix the problem. <b

12 Replies 10,695 Views

Well, porting the game to Linux, they would need to rewrite the game with Vulkan. Once rewritten with the Vulkan API, it can be used in Windows too. And once we have the game in Vulkan on Windows, it will run just as fast as on Linux... I second the port to the Vulkan API, or even DX12 if it's easier. As an AMD user, I thrive for faster turn times :(

2 Replies 21,214 Views

Try this page for help: https://www.stardock.com/support/ You can create a specific ticket here: http://esupport.stardock.com/index.php?/Tickets/Submit if you can't retrieve your serial number.

1 Replies 9,315 Views

Yeah, 8gb DDR5 for my video card. I haven't touched the game in over a year, I thought the AMD problems had been resolved :( The newest Ryzen have better single-threaded performances than Intel, I might upgrade during next winter if things go well. It bugs though that this game is supposed to make use of multi-threaded performance (multi-core) more so than other games, yet, this being supposedly AMD's advantage compared to Intel, we're getting consistantly sl

64 Replies 702,803 Views

Playing on a huge map, 22 civs, my turn times are close to 2 minutes. I have: Ryzen 7 1700x (overclocked at 3.9ghz) Radeon 5700xt 32gb RAM Asus Crosshair VI Hero Samsung SSD 960 EVO. During a turn change, the game uses 17-18% of the CPU and between 5-8gb of ram. The GPU can be used as much as 68-69%, according to task manager. What I'm wondering is if there's anyway to scale the use of the ha

64 Replies 702,803 Views

Hi, I just reinstalled GC3 after not playing for a while. I'm wondering if it's normal that it show "Retribution" in the main screen, even though I bought World in Crisis? I've had Steam validate files, but still the same thing. I've only played the campaign for Retribution, there's also nothing after that, is that wad?

2 Replies 4,207 Views

[quote who="Publius of NV" reply="37" id="3758838"] When invaded by Germany, did France have the option to surrender to Japan, halting the Nazi armies in their tracks? [/quote] No, but some French troops rallied the British to keep on fighting. And in the Seven Years War, France did give Louisianna to Spain, to avoid giving it to Great Britain. Currently, the game mechanics do not permit that. But one can only hope, one day... ;) Actually,

108 Replies 603,418 Views

this is not the first thread about it. durantium is requiered for nearly every starbase upgrade. In every game I have played since Retribution (I haven't played a lot of Crusade), I have had a huge surplus or thullium and antimatter and a shortage of durantium and promethion. Thullium is never used in starbases and elerium is required for nearly all advanced starbase anti-missile ship defenses. Durantium is required for mining upgrades, for advanced and ome

17 Replies 33,573 Views

[quote who="lyssailcor" reply="2" id="3747202"] So, I looked up my settings: Resource Frequency uncommon, Asteroid Frequency occasional, Nebulae abundant, Black Hole Frequency uncommon. [/quote] durantium is linked to asteroid. But even when there's plenty on the map, you really don't have enough of it :(

17 Replies 33,573 Views

[quote who="iRedEarth" reply="20" id="3746823"] As I have been modding ship design templates, I suggest this ship design templates improvement: As is there are currently two options for a given weapon type. The enhanced(resource) version, and the cheaper version. However there are often times, especially early in the game, when the enhanced version is not more powerful and thus a waste of resources. So I propose a new option that would be like "BestKinetic" which would equip t

28 Replies 48,688 Views

[quote who="SchismNavigator" reply="21" id="3746756"]Yeah I see an issue with that being how we make sure people only build what they want. Perhaps some kind of focus like we have for planetary governors. [/quote] the idea is not to replace the current system. You can still manually choose whatever you want. But for everything military, go to your starbase screen, click "Build everything" and voilà, all upgrades are done, resources credited from your stack. Rig

26 Replies 70,438 Views

A big one... For starbases, a "build everything" button that would build every military improvement available + sensors, provided you have the resources. Leave xeno archeology and mining out of it, so we can choose to manually do it or not.

26 Replies 70,438 Views

[quote quoting="post"] When I annexed a planet, it came with huge financial loss (more than -3000 credits). I was broke for several turns. Is this intended behavior? Since annexing is kinda automatic, at least some warning that it's gonna financially ruin you would be nice. [/quote] I believe it is some kind of weird bug. I have seen that once, going under for -3500 credits while I was generating 50bc per turn... But I tried to reload to reproduce the behavior an

4 Replies 13,269 Views

I have noticed in a few games since 3.5 that the AI fleets will nearly always focus on destroying drones surrounding a planet, ignoring other nearby targets of interests (fleets it can defeat easily, shipyard, etc). The AI fleet always try to destroy drones, it will wait there forever until it is destroyed. It is the same strategy the AI uses to invade a planet, send a fleet, destroy ships&drones, invade the planet with a transport fleet. Except in this case, there is ne

2 Replies 26,116 Views

[quote who="SchismNavigator" reply="5" id="3746498"] Are you able to reproduce this in other games as well? [/quote] Yes, in all my recent games. I did not notice it before because I hadn't so many surrenders happening and I don't really keep watch over all of the AI ships.

10 Replies 74,411 Views

If the AI has built a shipyard (btw, it looks like it is always using 1 planet per shipyard, never as much as possible (5) ) on a planet, and that planet is subsquently conquered or annexed, the shipyard will always stay behind. Sometimes, you get 2 or 3 shipyard orbiting a planet. Imho, the shipyard should be dismantled by the AI when there is no chance it will get the planet back, like after a peace agreement, or destruction. See ticket #PRG-440-79272 for a save gam

0 Replies 19,123 Views

Oh, btw, there is a nice exploit to be done here... It is totally voluntary, but the temptation is there... When a race surrenders, before ending the turn, you can trade all your techs for whatever you can get with this AI race. Since they are eliminated the turn after, it is a tempting exploit... If at all possible, once the AI has surrendered, before ending the turn, all trade should be disabled. Like I said, voluntary exploit. You can choose not to do it.&

4 Replies 124,626 Views

Something I have noticed in my recent games, when an AI surrenders to me, I get their ships and can see that they are doing. One problem in particular here is that when you change government, you get a free ship granting you some bonus, usually to your planet. In this game in particular, I have inherited a Prime Minister Starship, giving 30% bonus to construction, influence and moral. What is the AI (genius) doing with this ship? It is using it as a scou

10 Replies 74,411 Views

[quote who="SchismNavigator" reply="2" id="3746413"] I've made sure this is added to the tracker. Are there any specific steps that seem to reproduce this? Perhaps in the game setup. [/quote] Nothing in particular. I tend to play in immense maps with many custom races and ships from Steam Workshop. It is really happening once you have discovered and established contacts with many races. Once your turn begins, sometimes, but not always, there are multip

11 Replies 36,246 Views