Sometimes/oftentimes Steam will still say "opt in patch" even though you aren't currently using the opt-in, Don't ask me why, just file it under Steam Gonna Steam. If you are worried that you aren't on the latest version, check the actual GC III app in your steam folder. If it says 1.7.0.16, you're good to go! :)
BuckGodot
[quote who="Zhen724" reply="31" id="3632362"]Please speak for yourself. You didn't conduct an opinion poll to know who is in majority and who in minority. . [/quote] No, but I have been around the GC community (mostly lurking) for at least eight years. I [b]strongly[/b] suspect what kind of crap storm would ensue if bonus stacking was taken away. :) As for the "Starbase Civilizations" comment, AIUI nearly all of that is regarding constructor spam.  
[quote who="Zhen724" reply="26" id="3632295"] Ok you like bonus stacking and I don't. Why not make a game option removing bonus stacking so that both of us could enjoy the game? [/quote] Not to speak for Paul, but because balancing becomes a huge issue. If (the attempt at) game balance is set at one set of core assumptions but there is an radically different option (and this would be pretty radical), how do the devs balance the game for both? Not as easy as it soun
UPDATED TO 1.7/Mercenaries https://drive.google.com/uc?export=download&id=0By8Y969dyvLHdF9vUWE3Nng5dG8 The Full Change Log can be found in the README in the zip file and in the OP. Here is a partial change log with the most important changes: 1.6 to 1.7 Sensor Optimization 1 and Energy Field Focus 1 stat modifi
What I have seen is if your starbase radius falls within the radius of [b]ANOTHER[/b] faction's starbase and that [u]second[/u] faction's starbase is mining/studying something, then it will appear in your starbase list, but greyed out as "being claimed by another player". I suspect what is happening under 1.7 opt-in 4 is that it is no longer greyed out but still listed as being claimed by the other faction. If it isn't that, then ignore this comment. :)
[quote who="trekkie02" reply="66" id="3631885"] Got a bug where only one ship with the precursor modules can be built. If that's how the gameplay is supposed to be than please update the descriptions. [/quote] After a suggestion made here ( https://forums.galciv3.com/476612 ) that is now working as intended. As you say, the description might need to be updated.
As of opt-in 4, the Military Starbase ring now has no additional range bonus: StarbaseRange Starbase Flat Is this intentional or a bug?
Thought I'd let you folks know that it looks like none of the adjustments made to all of the tech trees regarding the Diplomacy nerfs made it into any of the Campaigns. All of the tech trees in all of the Campagins still show the 1.7 opt-in 3 tech tree values for DiplomacyTech, InterstellarAlliances, EminenceTech, and MajestyTech. Just a heads up that you will probably want to fix those as well before going live. :)
For an example of what I mean by pace and a long game, the game can be set up to it takes a [b]LONG[/b] time to go through the tech tree. Thus even if one has fast ships and long scanning ranges, it can still take a long time to complete the game. But the exploring and moving of ships will make it seem like a quicker game because there will be more to do on indvidual turns. For me at least. Others like their pace from the speed of tech research. Thus they can
[quote who="Surge72" reply="24" id="3630612"]I don't understand why people want things to scale with map size. [/quote] It's been explained more than once. But to try once again in a slightly different way, there's a sweet spot to scaling and sizing. One can want to explore and play on a large large map while not having it be excruciatingly slow. Different experience doesn't have to mean an excruciating one. One can want to have lots of things to
FWIW, one can mod in the old system of how Sensors worked as "SensorRange" does still work as an Effect Type. I tested this by putting in the old ShipComponentDefs.xml into my mod directory and loaded up an old tech tree that still had techs that modified by SensorRange instead of SensorPower. Game loads and runs as it used to. So a replace mod should work where one puts back in Sensor Range everywhere and takes out Sensor Power (making sure to take out the new values for S
This is more feedback than anything else, but The Scout Mega Event now looks to be very under powered for the Benevolent and Pragmatic choices. Unless I am very much mistaken, those two choices now only add one unit of "sensor power" and two units of "sensor power" respectively. This isn't very much at all in the grand scheme of things with the new sensor power structure. Looking into components, the Pragmatic choice seems to be the same as exactly one Navigational Sen
Not sure if this has already been mentioned or not but in the Ship Designer, the tooltip for Sensor Range does not display any information when hovered over. It [b]DOES[/b] go up as various things that effect Sensor Power are added to a ship. But the breakdown of what is affecting Sensor Range is completely blank. I have a screenshot showing this in action: [img]http://i.imgur.com/iHJHOQg.png[/img]
Title say it almost all. :) Minor bug, but one all the same for custom races built on the Generic Tech Tree. It's also a bit more problematic for folks creating a custom race, as the Tech Tree section of the Customize Civilization screen will display "Terran Tech Tree - A balanced tech tree" twice. Once for the actual Terran Tech Tree and once for the Generic Tech Tree. The bug is occurring because the TechDefsText.xml file is saying:
+1 on the components scaling to hull size. As someone enjoys stacking things, that is more than an acceptable compromise in my book. Maybe because it's what I was used to in GC II, but that's a side point at best. ;P
Thursday? This is blasphemy! This is madness! MADNESS?!? [b]THIS IS STARDOCK!!!![/b]
[quote who="Surge72" reply="45" id="3627246"] Quoting Larsenex, reply 43 Sensor stacking has been in game since ALPHA and is also normal This doesn't make it a good idea. [/quote] Doesn't make it a bad idea, either. ;)
[quote who="alphaprior" reply="13" id="3627054"]Although I think it would work just by deleting them entirely and renaming the file so the extra traits are added and don't replace the original xml. Right? [/quote] Yeah, I know which mod you're talking about. :) I use it all the time, myself Just go ahead and dump PlanetDefs.xml from the mod, as all the "extra" planet traits are in a separate xml called Planets_PlanetTraitDefs.xml. What PlanetDefs.x
[quote who="alphaprior" reply="11" id="3626969"] I can confirm the bug occurs in my game 1.61. I researched Aquatic just to colonize a specific planet close to my borders but -50 Production is still there. It's dissapointing because game feels broken so 2 days of playing for nothing. Please fix it. [/quote] Strange. It's working for me: [img]http://i.imgur.com/ooVcaPb.png[/img] Are you sure you started this
Now that you mention it, I think I've been only getting one per type as well. In my latest game I've now cycled completely through the precourser list and started getting regular colonization events as well. I suspect this is in fact what is happening. Why the game isn't doing them randomly and is doing them one-per instead, I haven't got a clue. Checking ColonizeEventDefs.xml, I see there are 30 normal colonization events. Take out no events
[quote who="altaris1024" reply="2" id="3625798"] @BuckGodot Does decommissioning them make the resources spent on them available again?[/quote] It most certainly does. :)
Mercs can be decommisioned, just like any other ship/base. Of course, if one decomissions them, they are gone forever, but thems the breaks. :)
Hmmmm. Looking about there's something called "MoltenVK" out there which is claiming to be able to run Vulkan on OS X/iOS. Eventually. ( https://moltengl.com/moltenvk/ ) There seems to be skepticism in some quarters as it might just be an emulation thing at work. But, maybe? Perhaps? Hopefully at least, said this mostly OS X native poster. :)
[quote who="Gascogne" reply="143" id="3625691"] No words yet from the developers if they are planning on releasing the game on other platforms? [/quote] Last I heard, it was dependent on how Vulkan was progressing. Vulkan support for OS X [i]might[/i] be up in the air, since Apple decided to go gun blazing with Metal. But, who knows what is ultimately going to happen with it. EDIT::: Oof. Just checked, and there is no current support for Vul
This has been going on for a while now, unfortunately: lol all worlds get precursor colonization events I sent in a ticket on this pre-1.6 and it's still happening to me. I've seen it happen even before I get Atmospheric Clearing, so it might be a weird bug that is triggered after a number of planets is colonized. Or a certain type is colonized. Haven't found a set trigger yet, which annoys me slightly.