[quote who="androshalforc" reply="5" id="3518743"] also when you post a link to the image you have to change the last character to 1 ex dl=0 should be dl=1 [/quote] My link, for example from google drive is https://drive.google.com/file/d/0B-0-yoy4m4h7Zzd2V0VRcGhCSHM/view?usp=sharing I dont see how to edit this.
Bamdorf
[quote who="Island Dog" reply="4" id="3518695"] The image has to be hosted somewhere, and then the link posted. See here: https://forums.stardock.com/404889/ [/quote] Yes, I can post the link. But I can't make the picture appear, is my question. The link you posted suggests trying to resize the image, but that doesn't work with a link. Sorry
I have submitted a ticket on this. Playing an immense game as Altarians I found a Yor colony deep in my territory of influence. It did not flip, undoubtedly because it had the Malevolent trait that makes colonies immune to influence. However, at turn 201 a weird thing appeared. Note that the Altarian colonies have influences over 100, while the Yor colony has an influence less than 50. But the Yor colony has somehow created a narrow band of influence t
In the current Table, there is a Malevolent trait that makes colonies immune to influence flipping. I can see the point, there ought to be some counter to overpowering influence. However, there is also a Benevolent trait that supposedly causes all colonies within your zone of control flip to your side. These two traits appear to be contradictory. In my games it appears the Malevolent trait trumps the Benevolent trait. Because the contradiction is so clear I
Just curious how you post the screen shot. All I can post is a link with the "Image" button in the editor.
I have no doubt that much of what you are saying, and more, will be in the release. Bigger list of hotkeys, better menus, yada, yada. Just look at galciv 2 I hardly think they have forgotten how to do this. But getting the machinery to work is the priority now, as I think you realize. At present, there is frustration, I agree, particularly with the ships list and colony management.
The Immense Maps. Oh....My....God. But wait. There is the Insane Size coming... gahhhh!! But seriously, if there is anything you see that looks buggy do a ticket! Not everybody is going to invest the time to play Immense long enough to spot mid to late game bugs. If you see me coming on your map, given the size it is not surprising that they might overlap with someone else... [e digicons]:grin:[/e]
I have a Dell xps 8100 (4 yrs old) 8 gb memory win 7 x 64 core i5 650 3.2 mhz 1TB hd. I have played 40 turns on immense with no incident. I did have a hangup on a medium universe after about 3 hours yesterday (shortly after I noticed the ideology bug).
I was playing as Krynn with 3 planets in my home system. I colonized one, but the Altarians grabbed the other (PQ 4). And I was wiped out by influence. Doesn't make sense!
Should I try to roll back to 4.0? Not sure how to do that. EDIT: I actually did this...uninstalled 4.5.2, downloaded and install 4.0, rebooted, tried the support tool, still the exception.
I did a repair install of .net 4.5.2 and rebooted, ran the support tool and got the same exception.
Yes, tried that same result. (rebooting that is) I have upgraded to .net 4.5.2, the tool shows that it is installed. screenshot of dotnet output:
I have run the Support Tool successfully in the past. Starting yesterday, when I click "Generate Logs" I get an Unhandled Exception Error: details: ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at Stardock_Support_Tool.Tools..cctor() and the support tool does not seem to ever finish. Any ideas? I have notified Brad A
This is a known issue for a lot of people. Other than repeating that you should check that you have win 7+ and 8 gb of ram, and that you are not running programs in the background while playing GC3, I don't know much else to say except I was rather hoping this would be better in beta 4. It's not a huge problem for me, only freezing every hour or so, but I can playing GC2 for days with no issues. Of course I haven't tried an immense map in G
It's annoying all right. Still lotsa texts are partially obscured. [e digicons]>:([/e]
[quote who="Tetrasodium" reply="1" id="3517657"] near as I can tell, this is the relevant trait: OutreachTrait5 OutreachTrait5_Name /snip/ I'm not sure how it comes with a class 8 or class 16 but suspect something might be adding an extra variable (?) [/quote] Yes, that is the ri
(I have submitted a ticket on this.) I tried out the top tier of the benevolent ideology table. The last choice was to get a level 16 colony. I got a level 8 colony instead. I think rampant inflation was involved! [e digicons]:'([/e]
Leveling up makes sense to me playing a smaller galaxy, where there will be fewer ships. Playing on immense, with a *LOT* of ships in play, I think it becomes a very minor thing. The idea that commanders (or fleet leaders, perhaps?) would be the ones who level up makes more sense at all sizes. How exactly does a ship get more hp, say, by being in more battles? The only thing that makes sense to me is that the crew gets better, so that more hps means ac
My 2c on the weapons issue. The existence of a significant difference in the "bang for the buck" between weapon systems is not necessarily a bad thing, unless the difference are so great that there is no point at all in building them. What would that point be? When building the more efficient systems create more damage even against the best defense than the less efficient system does against no defensive structure. Then one would never build the weaker weapon system
There is the "squeaky wheel gets the grease" idea. There is also the concept that if you bug someone who is working on something you want finished, while they are responding to you they are not working on finishing it. For this reason, this post will self-destruct in 5 seconds... (Dang I got to yell at that programmer he said he had completed the self-destruct code.)
Implementing a time delay, which reflects the reality that communication as well as travel ought to be slow in space, is a puzzlement. But it is an idea with such merit it deserves some effort to find a way. I remember a LONG time ago there was a tabletop game in which travel by warp was initiated, and the ship(s) then could not be given orders until they appeared at the target destination X turns later. This created considerable tension in the game, to be sure. It
[quote who="DivineWrath" reply="70" id="3516959"] I don't see much point for this resistance to making starbases better defended. Like your typical fortress, a well fortified starbases is trap of sorts (for the player building them). Fleets can fly around them and they can't do much to defend your planets (and you are temped to think they are good for defense). Starbases can't directly harm fleets unless those fleets attack the starbase first. Even if you could make starbases
[quote who="Natasin" reply="3" id="3516590"] Just wanted to ask if were will have closed borders as a default setting or will it be a technology we can research. Is closed borders even possible. I've never liked the AI wandering into my territory. It should work like Civ 4-5 [/quote] If it works like Civ 4-5, then it makes the game essentially a huge landmass with very few features, not a space game. Space is very open and porous, and it is huge compared to the st
[quote who="SilentHastati" reply="3" id="3516902"] Really what needs to be addressed is the AI attempting to colonize planets inside overwhelming SOIs in the first place. [/quote] This is a serious concern because in GC2 ToA, the AI still plants colonies in ridiculous places --- at least in my experience, playing at medium difficulties and immense galaxies. The Community Update to GC2 that is just about finished does not seem to fix this, although at higher difficulty
My understanding is that ship roles will be assigned automatically by the program, so that one cannot assign an inappropriate role to a ship in hopes of some tactical advantage. (Based on a recent dev stream.) The principal problem for the player will be deciding how many of each type is a good mix.