If it fails, it fails on creation. If you run into problem, it will be slowyness. The turn changes will be extremely slow, but that's also dependant on CPU power.
Falkoner
[quote who="Ericridge" reply="11" id="3626204"] Although when a crash happened I saw a very quick popup saying SDCrash something, so I"m asking in support subforums to learn what it says so I can know what I need to do to upgrade my pc. I only can hope to hear back from them.. [/quote] For support such as this, it's better to create a support ticket. Maybe it's a bug. <a href="https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article
Important: select the option to not upgrade until planet is full. First, build your planet, once you have built the basice research, industry, farm, market, morale improvements, then have the planets upgrade.
[quote quoting="post"] So, I recently moved up from Normal to Gifted. Which is just a increase in one difficulty level. No matter what I do, It feels like the AI can build their basic factories in 2-3 turns to my default 8 turns. This has consequence of them building fleets before the human player can. They're also farting out medium ships way before I can fart them out. This is hurting my economy. This results into all the AI around me except for pacifis
[quote who="mortili" reply="16" id="3625890"] This is already there since beta something^^[/quote] I thought it was the opposite? Increase cost by 10pts for your alignement choice, 5 for the other 2? [quote] the biggest problem right now is that ideology is still too tied to colonization events, if you got only a few planets to colonize it gets pretty hard to get more than a few choices, when you got many planets it gets too easy
[quote who="androshalforc" reply="4" id="3554484"] it doesent scale exactly i cant recall the exact system atm but i believe it works something like this all ideology perks cost 15 pts choosing one increases the cost of all the ideology pts in that tree by 10 pts and in all other trees by 5 pts what this means is that you can focus your tree and collect say all the malevelont traits but that will cause all the benevelent and pragmatic traits to cost 100 p
[quote who="Taslios" reply="5" id="3625673"] Either way we should be able to negotiate for peace or intervene to stop wars... [/quote] Yes, that I agree with you. I did not agree with your first statement that an AI should be locked in a peacenick situation just because it is not malevolent.
[quote who="Taslios" reply="2" id="3625661"] Benevolent cultures should also be able to create alliances much earlier in the game... thus when their Allies inevitably get attacked by the war monger races they will have ample ability to build troop ships and win via war... [/quote] as long as said empires are close. If they are on the other side of the map, the AI will have difficulties holding on to these planets. [quote] <
[quote quoting="post"] Also annoying that the AI still doesn't quite seem to play by it's morality... There should be a Pacifist option or something in the Benevolent Tree that "will not declare war unless attacked or aiding an Ally against an aggressor." [/quote] well, if that was the case, I think it would hamper the ability of the AI to win games. Expansion is mostly done through conquest after all.
well, there's a bug with "The Bane" that will be corrected in the next patch, but there may be other issues too. But these things should come at a price. I mean, they are über powerful, they don't use resources and they don't have mass. Why would I not use them on my super tiny ships? Why won't I use them on every single ship I build? If it required a precursor relic starbase for each component, or some mass that make me ch
[quote who="Director" reply="6" id="3624963"] I'd add one point to the things they need to do better: Hire a pro in interface design and work on ways to reduce the number of mouse motions and clicks. Updating starbases, or just finding out which planets have what foucuses, can be a real chore. [/quote] starbases are being worked on, this should be in 1.7 according to the road map.
[quote who="a0152570" reply="1" id="3624808"] The Beta process and internal testing. ... Stop relying mainly on internal testing Agree, As you said " don't think, Stardock, is doing a bad job here I just wish things would be a little smoother.". Sometimes if feels like the devs are not really playing the game or they would see the more obvious bugs/shortcomings. [/quote] reading
[quote who="mortili" reply="34" id="3624824"] Quoting Falkoner, reply 33 On Godlike (and maybe other levels too), I thought the AI was supposed to also use your own ship models against you, if it had the required tech. Does it not do this? It will use your designs if th
[quote quoting="post"] Things I wish were a little different. The Beta process and internal testing. I don't think, Stardock, is doing a bad job here I just wish things would be a little smoother. Like other larger companies both game developers and general mod
[quote who="pshaw" reply="3" id="3624792"] Quoting Falkoner, reply 2 nearly all precursor modules are like that. I thought this was w.a.d. ... Unfortunately this is not working as designed. Not only does this make the ships too powerful balance-wise but its also has other unintende
nearly all precursor modules are like that. I thought this was w.a.d. ...
On Godlike (and maybe other levels too), I thought the AI was supposed to also use your own ship models against you, if it had the required tech. Does it not do this?
*deleted* sorry did not notice the date.
[quote who="Empress_Fujiko" reply="3" id="3624302"] I approve of Lord_of_Voids ideas. Another idea would be to have the chance that smaller AIs who are lacking far behind in power not only form an alliance but actually unite into one new faction, that also gets some bonuses in technology to bring this new faction up to the level of the leading factions. [/quote] there's an event, part of a DLC, that sort of does that. It creates some relic near the homeworld of the
Well, it is happenning 100% of the time I thought it was working as designed. Hope they fix it.
The AI is not invading on larger maps. It keeps its transport in or around the shipyard. It will be perpetually at was with a minor AI but rarely invades. #YJJ-216-64292 And as it was in pre 1.3, the power will reset to 0 when it gets too high, prompting weird AI behaviour, like surrendering when it got a dozen star systems and many ships. #RCB-101-69356. I hope these can be fixed in time for the official 1.6.1, they are certainly gam
No, I usually don't watch the streams :) I'm very glad they are doing a rework of that :)
Right now, the shipyard interface is a mess. Early on, with few ships, it's ok. As you build your empire, developp new ships, have different models for different AIs, evolve them as the game goes on, simply "User" and "Core" as filters don't work. And besides, the order of the ships constantly changes, so it's impossible to keep track of it. At the very least, there should be a filter by ship's role, support, capital, escort, etc.
One annoying thing on larger maps, when playing with teams, is that when your ally at the other end of the map meets another race, like the Drengin or the Yor, they will declare war on you in the next few turns. Then you wait until they finally decide to come at you. 300 turns later. Why not have a white peace, where all belligerents are forced into a peace situation if there's no hostile actions for X turns? Say, somewhere between 50-100 turns (it needs to
this bug is still there: https://forums.galciv3.com/464376/page/1/#3622202