BuckGodot

BuckGodot

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

2.) You're playing as the Altarians, right? We're pretty sure that's a bug and it is [b]SUPPOSED[/b] to replicate Ultra Terraformer that all of the other races get. Doesn't hurt to report it to the devs, though. :) 2a) Some high quality planets simply won't have any "Soil Enhancement" level tiles to convert since they were already generated as viable land when the planet was created. Sucks, but that's randomness for ya. :p

3 Replies 9,109 Views

There was a nice UP resolution in GC II that said that if there was a DoW, all now enemy ships within an ZoC were put outside of it automatically. This stopped the Mass Ships Near Targets and then Declare 'exploit'. There was a similar one where no hostile actions could take place until one turn after the DoW, again aimed at stopping, or at least minimizing the Mass Ships Near Targets and then Declare 'exploit'. If that was brought back in as a diplomatic o

22 Replies 46,267 Views

I'm not certain if this is a bug, [i]per se[/i], but a bad description since there is a [b]percentage[/b] factor at play. It might be 5 points at 100% of production devoted to research or 50% to devoted to research, for instance. Personally, I think I might actually be glad that it [u]isn't[/u] 5 flat per as there are times where I might not want to have very many (or any at all) research points. Say I'm delaying a Tech Victory (for REASONS) but I find I'm

5 Replies 19,894 Views

[quote who="Franco fx" reply="3" id="3528792"] Culture and Approval bonuses are not identified on tool tips that I have seen. [/quote] Approval at least [b]was[/b] working in a prior beta, but I think it got broke when Beta 4 dropped. I know for a fact that Approval Relics aren't working for me in my games, as I tested it by setting up a planet with max population that had less than 100% approval (so I knew the Approval couldn't change from population gro

5 Replies 21,932 Views

[quote quoting="post"]There doesn't seem to be a pattern to why this is happening. There are no crashdumps I think I can submit. I'm just a little miffed that a game in Beta 4 is still this unstable. [/quote] Even without a crashdump, sending a ticket and using the Stardock Support Tool talked about here ( https://forums.galciv3.com/452855/page/1/ ) will possibly help a great deal. What I would do, when the game

3 Replies 2,917 Views

[quote who="Bamdorf" reply="53" id="3528564"] A huge interest for me is the chance to play on insane level, and see how the game changes. On smaller maps you meet everyone right away and judging the situation is not too difficult. On insane size, all that should go out the window and it will be a brave (or crazy) new world. And yes I agree, everything to help with repetitive tasks to reduce micromanagement in such a galaxy is also huge. [/quo

94 Replies 3,091,956 Views

Here's the problem for the OP. I believe him when he comments about the little splash image on the front page of Steam not warning about it being an Early Access game. From what I recall, it was a little thumbnail (well, maybe 20% of the normal size) with something like 50% off well displayed. So, yeah. It didn't say it there. Probably. I don't remember for sure, tbh. Problem is, well, two things. One, that's on Steam (presumably)

12 Replies 11,637 Views

Actually, I just thought of something else that very occasionally goes on. Every once in a while the Soil Enhancement improvement [b]does not[/b] go away from the available to build list on the side after all available tiles have been terraformed. But what is happening in that case, I'm fairly sure, is the Colony Capitol has been placed on a tile that is supposed to be affected by Soil Enhancement. Thus the game still thinks there is a tile that is upgradeable, but when the pl

19 Replies 65,750 Views

I think we might be misunderstanding each other. Or I'm just confused. The latter happens a lot unfortunately. :p The Ultra Terraformer improvement [b]should[/b] work on all of the tiles that the Soil Enhancement improvement does. As far as I know, it is literally the same improvement (with a different icon), but with the 1 per planet restriction taken away. And costing a lot more to build, of course. If there is a Soil Enhancement tile that [u]isn't[/u

19 Replies 65,750 Views

[quote who="Franco fx" reply="13" id="3528397"]I have noticed that if you wait until you use Ultra before you use the early techs, you will get zero tiles available. Especially from the first one (forget the name). [/quote] That's odd, it shouldn't have any effect at all. Sure, I occasionally get a planet with no bonus from Terraforming or even Habitat Improvement. And every once in a while, I strike out on all three bonus tile techs past Soil Enhance

19 Replies 65,750 Views

[quote who="Franco fx" reply="10" id="3528381"] So, most of you seem to be favoring one tile per tech. [/quote] Not me. :p I greatly prefer the GC II style of multiple tiles per tech. As it is, I find my self holding off terraforming until I [u]know[/u] I am not 'wasting' a tile that UT will later give me. I also haven't done enough (read any) testing to see how the ideological traits affect upgrade

19 Replies 65,750 Views

While the game does need Steam, as kryo noted, one can still play it in Offline Mode. You might need to initially authorize it (it's been ages, so I don't recall). But I believe you could play GC III offline from now till Doomsday if you really wanted to. :) Mind, one might want to update GC III as the betas roll out/when the game goes gold. :p

21 Replies 48,633 Views

[quote who="Director" reply="2" id="3528253"]Anyway, I'd like to see the life support, sensor and colony module mass requirements and benefits sharply reduced to allow players to better custom-tailor their designs.[/quote] While I'd love this as a player, there are some definite game balance concerns at being able to colonize with tiny ships immediately at a fraction of the cost of both population and time to make. It could make the colony rush even more... intense

17 Replies 95,888 Views

[quote who="TheBalkanDog" reply="5" id="3528140"]Very good point. Players should decide what the other can see [/quote] Taken to an extreme though, that renders the diplomacy trading screen nigh useless. Why should I let someone else know what techs I've researched? Or how many planets I've colonized? Or, indeed, how much money I have. All of that information could be used against me in war (or other) planning. Sometimes you're just

8 Replies 27,483 Views

[quote who="Lucky Jack" reply="2" id="3528098"]I remember being able to research 2 or three techs a turn on GC2, [/quote] Yes, I was going to mention that. I know for a fact one could research several things per turn in GC II. From what I recall. it was the only place where the 1 thing per turn [u]didn't[/u] apply. I know in at least one devstream they mentioned they didn't want players to be able to research more than one thing a turn in GC III, however

4 Replies 2,166 Views

Working as intended. The devs don't want people to be able to build/research more than one thing per turn for game balance reasons. What [b]isn't[/b] working as intended is overflow. If one has overflow, one is supposed to be able to "use up" all of the excess research/production so it gets to 1 point below the threshold the next tech/building/ship/whatever.

4 Replies 2,166 Views

[quote who="TheBalkanDog" reply="7" id="3527850"]At the moment I can "bullshit" this game if I play multiplayer. This issue is therefore NEW for this game because the multiplayer option is NEW : If I play multiplayer i will play like this: Spaming lowcost ships - low maintance and production costs - and when the moment is right I upgrade them. That means flying with a "biplanes" in the first stage of the game and - suddenly- my biplanes becoming

15 Replies 75,869 Views

[quote who="TheBalkanDog" reply="3" id="3527809"]At the moment this upgrade mechanism is "childish" [e digicons]:P[/e] [/quote] How so? [quote who="TheBalkanDog" reply="3" id="3527809"]You dont need to "go back" for upgrades. Your fleet can also have some constructure-ships so you can build shipyards when ever you will. They should also be a restriction that a shipyard/starbase can only upgrade 1 or 2 ships per turn. [/quote] I said as much in my post.

15 Replies 75,869 Views

The devs considered forcing people to go back to a starbase to upgrade early in design, but decided that the players would revolt if they changed a long standing mechanic like that. And they're right. We would have. :p Not only is it Unfun to do that, especially on larger maps with hundreds of ships far from home, it would encourage the worst sort of "constructor spam" that some folks already vocally complain about. Why? Because I think it would be

15 Replies 75,869 Views

Even with a cap, it will be trivial to get around it. Just build tiny ships with nothing but a scanner(s) and perhaps an engine and fling it out in the middle of nowhere. In fact, capping scanning encourages building a swarm of tiny ships that do nothing but reveal the map for little or no maintenance. I did exactly this for all of my games in GC II. Especially if I got the Galactic Achievement that gave all ships max scanning for free, But even without that, i

17 Replies 67,601 Views