[quote who="Mystikmind" reply="7" id="3644230"] Quoting Bamdorf, reply 6 I have been seeing this lately. Sometimes it can be hard to target a fleet. In one case, I was never able to target a fleet despite clicking several times around it. It thus became a Zombie, in a way. Do we need to submi
Bamdorf
I have been seeing this lately. Sometimes it can be hard to target a fleet. In one case, I was never able to target a fleet despite clicking several times around it. It thus became a Zombie, in a way. Do we need to submit a ticket showing this?
Yes, I did include debug.err. The ticket ID is LLL-689-15004
I did manage to get a save in which I reproduced a slow down three times. I have submitted a ticket. Hope it helps.
I am past turn 300 (reloading a save game has always fixed the problem so far) and I did have one slow down today. I tried to save but couldn't get one. Bleh. It seems to go through all the AI then "idle ship" appears and there is a massive slowdown (every minute or so something will change on the screen...for a while...and then it stops completely). Strange that reloading and doing the same stuff doesn't reproduce the slow dow
@Pshaw When I see slowdowns I believe in every case the display on the right showed "idle ship" grayed out, and no display of any factions (just to the left of the "idle ship" message.) Tough to get a reproducible save, as I can't save once it happens and it is unpredictable. What I would really need, I think, is a sequence of the mouse clicks that I am doing just before it happens. As I say, I will try to get somethin
I have not ic ed in my excessive game, turn 250+, instances of sudden drastic slowdowns. It seems to occur when I try to do several things at once. I don't have a clean save that is very close to an event to submit, but I will try to get one if I can and send it along. Best workaround is not to click like crazy, it seems, but there may be more to it. Checking the task manager when it
Personally on excessive at turn 140 ish I don't see any problem...yet. NOTE: I am running GalCiv3 on the SSD. (Only GC3 and EU4 get installed there, Everything else goes to mech drive for install, LOL).
[quote who="The Sisko" reply="8" id="3639001"] I agree with a0152570 to a point. The right list with the habitable worlds should only populate when you discover those worlds. Currently you can see them all and you not only know where good worlds close to you are, you also know where the AIs are. That said, I think that for the most part the info on the left should be seen regardless with one change: "Habitable Plants" should just be "Planets". It makes sense that
Personally I think the Asterroid cost is about right. It is valuable, especially in a longer (bigger) game, and it makes wealth management more important --- which makes for more difficult choices as to resource allocation, planet specialization, etc. Used to be about 1 wealth planet was more than enough. Not so anymore, which is good.
I see this also --- you can see stars in FOW but also planets of the unexplored stars, which should not happen (IMO).
By mini constructors I am thinking a minimal build to create the constructor. It looks like this system should work well. Actually I think the request constructor method isn't that bad...except it doesn't build a minimum constructor, but rather the default constructor that has extra range stuff, engines, etc. Another issue is knowing what can currently be built in a certain category...how many research modules are available, for example. I am hoping tha
The only thing that makes sense to me is that it is a good idea to have daylight when children are heading to school, by bus or walking or whatever. Walking to school in the dark isn't good. Seems there might be another solution though.
I have played a couple games with 1.6.1 and I occasionally find that constructors stop showing their range grid. It is not a huge problem as it seems to go away by saving and restarting the game and reloading. However, because of this submitting a save game seems pointless. I also note that attempting to use the support tool seems to work but it never finishes. Is it supposed t
Just had the same problem...very large hull size, crash on starting designer. I will just wait until Thursday. Glad it was sorted quickly!
Really looking forward to 1.4, have been for some time. Kudos on the hard work.
[quote who="Thecw" reply="16" id="3578819"] Guys, take a look at When you can't update (to a Beta of) a steam installed game [/quote] Also worked for me. Very nice.
As an experimentalist, I couln/t resist. I upgraded to win10 today. So far most things seem to work. Running on my administrator account, GC3 crashed after the loading screen displayed for a few seconds. Running on a standard account, it seems to run fine. I thought to check this because I know that on win 7, I could not get the SDSupport tool to run as administrator, but it worked on a normal account.
I have w7 and use the nvidia control panel to set primary to one monitor and I grab and move other applications (such as memory monitors, etc) by sliding them over to the secondary monitor (mouse left click and hold). Seems to have worked for every thing so far; if there are apps that you can't move this way I dunno, sorry.
I don't think it is off-topic to comment on how the use of development resources might be influenced by consideration of the level of play of the player base. Clearly the number of good players working this forum is much higher than in general, and those individuals recognize the deficiencies in the AI much quicker than the average player (if the average player even notices, in many cases). But it does not follow, in my opinion at lease, that the use of developer time be targ
Interesting. I had no problem in connecting with the Workshop from the start page. I chose one of the custom factions, and it seemed to work right out of the box. I did not notice any lag at all. But clearly how smoothly the workshop items work is a critical issue. I haven't tried to upload anything.
@Ambermonk Thanks for the comment on the Wiki ship parts. It took me quite a while to do it and I wondered if it was useful. @OP A game like GC (whichever version) and the way it is continuously going to evolve means that any in depth manual is going to be old by the time you read it. So it is just going to be a brief introduction for beginners. The Wiki will be closer but you also have to be careful. If you want a game that is released and then never change
I have started a listing of custom factions in the GC3 Wiki under mods, as perhaps a more permanent location for these links. Please feel free to comment or suggest additons! And especially if I have messed anything up, let me know (or if you are capable, make the cfhange yourself). [e digicons]:grin:[/e] http://galciv3.gamepedia.com/Mods
The OP claims that [quote who="marigoldran" reply="2" id="3561799"] A lot of the game breaking AI bugs in the game could have been fixed much earlier with better testers more willing to try and break the game mechanics. My general take is that the point of beta testing is to make sure everything works. In that respect, beta testing was a success. The number of "my game won't work" bugs is very low. The problem though is that the beta testing b
[quote who="cstorvold" reply="32" id="3561592"] I support the OP on this one. At the very least, it should be an option to enable. Quoting BuckGodot, reply 1 Not gonna happen, sorry... it is very rare for a turn based 4x game to allow it.