BuckGodot

BuckGodot

Joined Member # 3891072
13 Posts 220 Replies 4,128 Reputation

Editing Star Names [b]In Game[/b] is on "The List" (you can always edit the star name list outside of the game in the XLMs via modding). No ETA yet though. As for "No Surrenders" the idea has been broached to the devs several times lately. so they are aware that some people want it. Whether it's coming or not, isn't yet known.

5 Replies 12,955 Views

Talked about this in today's devstream with Paul and this [b]MIGHT[/b] be intentional (though he might not have been sure what I was talking about). But Paul said he might look into it and see if the problem is as bad as some of us make it out to be. On the one hand, the Altraians do get a couple of extra bonus terraforming improvements that literally no one else gets (they get an extra Habitat level terraforming improvement for instance). On the other hand, if the Alt

15 Replies 9,633 Views

Multiplayer is undergoing stability QA. There were some issues with MP that cropped up late in the beta, so Stardock shut down everything that was buggy and they are turning them back on one by one. I think I heard them say in devchat today that multiplayer should be fully functional within a week or so. Unfortunately, QA testing on insane maps takes a lot of Stardock people hours. ;)

6 Replies 6,129 Views

The last three cheevos. Results Outweigh Ideals Means To An End We Care For The Least of Us No descriptions for them, though. Looking at the icons, it looks like Ideological achievements. Perhaps filling out each of the tables? Makes sense. Also wonder if they're bugged at the moment due to the lack of description and not showing up in the "Personal Achievements" section.

15 Replies 46,032 Views

Given how things are stored in-game, I presume anyone who makes a mod with these parts, their mod will be useable by anyone, with or without the DLC. Custom art is custom art, no matter what the source. The idea that these would "break" for people without the DLC doesn't make much sense to me.

61 Replies 215,169 Views

[quote who="Larsenex" reply="4" id="3548813"] The 1000 hours is funny. I already have 325 or so. [/quote] I only have 91 as of when the achievement counter started. I have.... a bit more than that in total. :p OK, sometimes I leave the game running in the background while I go do other things. Still. even accounting for that, really is an insane amount. [e digicons]o_O[/e]

15 Replies 46,032 Views

Some new ones added today. :) Our New Home: Colonize your first planet Flying in Style: Create your first ship design Aliens?!?!: Meet your first Race in GC3 Friends, for now...: Ally with first other major faction Revenge: Recapture your homeworld Worlds to rule: Own 30 planets (forgot to add this one :D) === And, yes the clock "reset" when the Achievements went live. You can see your progress by clicking on "View All

15 Replies 46,032 Views

Not gonna happen, sorry. :) This is something that has come up time and time again, and mostly for game balance reasons, the devs aren't going to break the One Turn One Thing Built paradigm. What you [b]do[/b] get is production and research overflow. So at least it's not wasted. But the ability to spam out 20 snubfighters every turn would have SERIOUS effects on game balance. Which is probably why it is [u]very[/u] rare for a turn based 4x game

52 Replies 67,679 Views

[quote who="Ed1975" reply="10" id="3548716"] Where do you find the 1.0 patch notes? Thanks. [/quote] In the Support forum. For some reason Derek's posts aren't showing up on the Master GC III forum thread list and are only visble in the Support forum. Direct link: Galactic Civilizations III - Release 1.0 changelog === Got an early look at the Campai

14 Replies 79,984 Views

[quote who="joeball123" reply="7" id="3548370"]The math generally supports the conclusion of it being worse right now... *SNIP*[/quote] Thanks for that! :) The main problem with the old system (and this has been beaten to death which is why I didn't revisit it) is that there might not have been enough percentage based boosts to approval to counter act the negative ones on maps of sufficent size. Never really found out for sure, as the entire tech tree only open

34 Replies 28,585 Views

[quote who="econundrum1" reply="4" id="3548361"] I managed to play 355 turns yesterday without hitting a big problem here so not sure I agree there is such a massive issue. [/quote] Sure, but how many total planets were there on your map? As I said in a prior post, I think the current setup hits the sweet spot on some maps. Maybe even many maps. To see just how this plays on other maps, I'm currently working on an A/A/A Gigantic map just to see if tha

34 Replies 28,585 Views

[quote who="00zim00" reply="3" id="3548360"] You know what I feel is missing, techs that give a flat reduction to empire approval. Even maybe even a one per player building that decreases approval penalty on a global basis. Although would I prefer a tech as if your planet with the building is taken your screwed. The game Endless Space had this and did it very well, it allowed you to expand at your own pace and as soon as you started getting to big you could just research say a 20% empire

34 Replies 28,585 Views

Just an observation I've seen in the game lately, and I don't know if it is a bug or WaI. Ship Graveyards which are defended by pirates initially might, dozens of turns later, no longer have pirates defending them. Initally I wasn't sure if these were anomalies I hadn't accounted for, but I have confirmed that, occasionally at least, they will disappear. Maybe they get spooked and go somewhere else. :p Anyway, I don't know what the actual mechan

1 Replies 13,583 Views

[quote quoting="post"] How approval is calculated is somewhat of a mystery to me. One thing for sure though is it 10% higher when I have an approval relic being mined by a starbase, yet it doesn't say it is. I decommission the starbase and the approvals for all colonies go down 10%. In contrast, if you have a culture relic, the colony info does show it increasing influence by 10%. So this too leads me to believe approval relic is missing in the list of th

5 Replies 3,571 Views

Simple error to report. :) As of the latest patch (and perhaps longer), the Krynn have six points of Race Traits in their default setup, not five: [img]http://i.imgur.com/QimnQEh.png[/img] I found this out by recreating my "evil opposites" factions for my home game. GC III wouldn't let me save my modified Krynn faction, and the reason was because they were getting too many points. No wonder they had a bit of a leg up on other factions. ;) (yes, I

0 Replies 1,555 Views

You can say goodbye to the Krynn being Patriotic. As of the latest version they are now [b]Prolific[/b] (100% bonus to pop from the colony ship on new colonies) and [b]Zealots[/b] (1 ideology point per successful invasion of a planet). Doing a quick check, none of the base factions now receive Patriotic as one of the default traits. It is still available as a trait for custom factions. This does [u]not[/u] affect any custom races one might have created that w

55 Replies 37,461 Views