Bamdorf

Bamdorf

Joined Last seen Member # 3099887
18 Posts 185 Replies 3,272 Reputation

I am fairly certain this has been posted before, but perhaps not for the latest opt in patch (Beta 4 patch 2). If a save game file, etc. is wanted please let me know. The Krynn Power rating (upper right display when Power clicked) is now negative. (immense map 250th turn).

5 Replies 8,020 Views

Hi, After a lot of experience [e digicons]:grin:[/e] I have decided to write a check list of things to try, in rough order of severity, that people can try when Galciv3 doesn't seem to be working. Please understand, there is also the Game Support FAQ , and this is not meant to replace it! But I have had some luck suggesting these things to others and have had others suggest things here on the board or elsewhere to me. As usual, ther

15 Replies 26,823 Views

I have had the problem that, for example, after exiting Galciv3 I can't immediately exit Steam because it claims Galciv3 is still running. But it only lasts a short time (couple of minutes? haven't timed it carefully). Similarly if I try to exit Galciv3 and then immediately restart, same thing. I haven't had the issue with other Steam games (and I have a LOT) so it is rather curious, but at least in my case it is of short duration and doesn't seem to c

5 Replies 10,692 Views

It does sound like you got a bug. Definitely send a save game file and details in a ticket, if you haven't already. Sheesh not a situation I would like to be in.

13 Replies 20,111 Views

This perk is on the pragmatic track. I just did it. Had to compensate on my tax collection as my economy went south! Also had to spend a lot of time organizing and fleeting up the new ships. Garrison duty I think is indicated, as they have poor speed. Hmmm, I am not sure these ships are much more than cannon fodder. The three ships were beam, missile, and mass driver with corresponding defense. At the current state of my game the last two won&#39

7 Replies 11,539 Views

[quote who="JacquesGauthier" reply="2" id="3522272"] The game currently allows you to purchase the AI's ships when they are at war with you. Currently when an AI declares war on me, I just purchase half their fleet and use it against the other half. I even bought transports which I immediately used to take one of their planets. /snip/ [/quote] This may seem ridiculous (just like free upgrades to ships, etc.) but these things are extremely use

13 Replies 20,111 Views

I think as the resources in the Asteroid fields become more significant, the "feel" of mining asteroid belts will return, and it will be a more interesting system. But that is my take only. As far as starbases not being useful. Huh? Use for island hopping, manufacturing, research, approval, influence improvements, and even for military placement in key battle situations (take a stack of constructors with you, use them to stepping stone to the hear of the enemy,

6 Replies 3,101 Views

Since balancing is yet to occur, here's my take on weapons. I evaluate purely intuitively on several parameters. These are all very rough assessments that will change based on tech level and so forth. 1. Tech difficulty. (How expensive/difficult (in terms of placement in the tech tree): a. Mass Driver. To me a mass driver is like artillery. "Mass Drivers" were used in the Stone Age - pick up a rock and throw it. In ancient times peltasts (slinge

25 Replies 234,622 Views

Appreciate the explanation. As I said, I suspected that things were ok --- these aren't examples of influence just blatantly being wrong (right on top of a high influence colony, for example). The patch work quilt of colonies that are some Altarian, some Krynn is responsible for the odd patterns. (Fortunately I am on very good terms with the Altarians in the game.) I will try to search for the thread in question...if anyone knows where it is

3 Replies 11,382 Views

Well, my 2c is that you should have an option of building any level of a building that you have researched. But the cost of building the higher level building should include the cost of the previous buildings. To reference GC2, in that game (unless I have a huge blind spot) you can only build the highest level of building. When founding a new colony, that can be a problem, especially on extreme worlds where you have a production penalty. You want to kick star

39 Replies 32,891 Views

My strong impression of the game as it now, pre-balancing, is that beams are ridiculous. Facing an AI with beam/shield ships, I built missile and mass driver boats that had strong shields. Went into battle and got wiped out. Ships blown apart before they could fire. Did far better just building beam/shield ships myself, which doesn't make any sense (by the way I might add that free upgrades to ships allows one to experiment with this stuff, so very useful

25 Replies 234,622 Views

[quote who="Simplicity123" reply="10" id="3522160"] /snip/ Similarly with making tech trading expensive when you are in a tech lead position. Making one of your mechanics completely useless in the situation where you are playing well is an odd game design at best. It's a pretty regular strategy to shoot for the tech lead. So why would you then want to penalize that playstyle by letting everyone who doesn't tech trade on the cheap? [/quote] It&#

16 Replies 40,062 Views

My first thought is to rename your My Games\Galciv 3 folder, validate the game files in Steam, reboot your computer and start a new game. Personally, I was able to continue a saved game successfully, but if anything happened I was going to follow this plan, as a start. Next is that if you are still having problems with a new game, sounds like submitting a ticket (see the instructions in the support forum). Of course this plan will mean you are not accessing any of y

4 Replies 10,037 Views

First I should mention that at turn 186 in an Immense game, I started running into very frequent freezes (not CTDs). I then loaded the OPTIN patch 2. I then was able to continue, and the performance seemed much better (I have 8gb memory). So far so good! Now on to the meat...of course I was very interested in the culture bug and the Hot Fix. In the game mentioned above, namely https://www.dropbox.com/s/9e4gz76vktlzhom/Culture %20Check.GC3

3 Replies 11,382 Views

Recent Influence discussion: https://forums.galciv3.com/460706/page/1/#3521246 I have sent tickets on this as well. Save games, Screen shots, etc. It is really the worst game breaker I have seen. This is the thing that discourages me from playing now. Play for hours and then a "rift of doom" someone called it, comes to life and kills some of your planets. It does seem like the

11 Replies 8,238 Views

[e digicons]8C[/e] , I notice that my power number was dropping relative to the AI in a situation in which I knew by checking that I was outproducing them. Very mysterious. It took a bit but I realized to my horror that I had been using my template to build ships instead of the ship design. So I had built a bunch of empty ships. I don't know how I did this...probably a naming screw up. Our minister of production was sacked, clearly t

6 Replies 15,477 Views

Here are some actual numbers. In a current game Earth has four factories (bonus 225%) and four labs (bonus 190%). Bonuses include starbases, etc. Both manufacturing and research have the same base production: 37.9 (From the colony display). Without a research project running, this gives Man 100% -> 123 while Res 100% -> 106 with the other outputs zero. It doesn't matter where the social/mil slider is set (for

94 Replies 3,091,705 Views

I think the take home here is that if you are concentrating on factories in a world, building a few research buildings (aside from bonus tiles perhaps) doesn't make a lot of sense. If you desperately need some research, you can commandeer your factories, but it won't be nearly the research production as if one had built mostly research buildings, and it will throw away a ton of manufacturing. So my feeling is that, yes, it feels wrong, because misusing your factories is w

94 Replies 3,091,705 Views