Update: I found out how to roll back to version 3.20 (from 3.50) and that fixed the most recent issues. In version 3.20 the file AbilityDefs.xml does contain the race trait SyntheticLife which is missing in 3.50. I suspect though that this wasn't the only change.
Franton
[quote who="Horemvore" reply="2" id="3742888"] The manual was updated a month or 2 ago. Its not that dated unless you own Retribution. [/quote] Now that you mention it I checked and really found the updated manual. They even introduced separate chapters for the base game and the expansions. Unfortunately it states it's referring to the base game version 2.33 acquired from Steam, not 3.5, and not GOG. Still, it appears to be a lot closer to the actual game.
I just checked the newest files (dated march 2nd) and found that AbilityDefs.xml no longer contains the Synthetic race trait. At all! This doesn't explain why now all new custom races show 'synthetic' as a trait regardless, whether or not I want it, and they no longer eat/starve or grow!
Ok, I get it. As pointed out in my colony ship thread this hasn't occured to me since I always use Prolific and want my colonizers full, not at 0 or even 1B pop.
[quote who="Horemvore" reply="1" id="3742889"] The fact it is extremely exploitable. (Planets will still grow with 0 pop) [/quote] If this is about colonizing planets without settlers, this is still possible: if you build a colony ship on a shipyard that is >6 tiles away from any supporting planet, that ship will be launched empty! If Stardock wants to prevent this, they should insert a check when trying to colonize a planet to make sure that the colonizer has at least th
@1 and 2: I've played many 4X games with rush build ability, but none of them more than quadrupled the cost. 20x seems excessive in comparison when the means to get cash don't scale up accordingly, as compared to the means to get production! In other games - including GC2(!) - it wasn't exactly easy, but still possible to focus on cash-flow alone and buy stuff rather than building it. Here in GC3 this seems impossible. @3: I don't see any exploit as the construction cost is the same f
[quote who="Ryat" reply="1" id="3742874"] There have been a lot of changes to synthetic races since the base game.[/quote] Most of the above was true when I started playing a couple of weeks ago, at which time the installed game was already at version ~3.1 or something. And the most recent updates introduced the 'synthetic missing from custom race menu' and 'synth no longer able to colonize barren/toxic worlds' issues.
I noticed that rushing a building's or ship's construction costs about 20 times the construction cost in coins. This seems awfully expensive. The Walkthrough 2018 by Frogboy specifically states that you're supposed to use your starting money to rush-buy stuff, but that ability is greatly limited by the biblical amounts of cash you need for just one building or ship! Next I've noticed that when upgrading ships, the cost is only around 15 times the difference in cost. Therefore we now h
Title says it all. The requirement for colony ships to always carry at least a token population causes a number of issues in the game that i doubt are intended. The following issues all relate to the base game without DLCs/expansions, most recent patch: - You can't launch a colony ship parked on a planet when you have less than 2B people on that planet. - You can't launch from a shipyard either, if that yard doesn't have planets within range with enough pop to su
I purchased GC3 on GOG, and started playing a few weeks ago. I've also read the manual and looked up information online (GC3 wiki and elsewhere) to see what's changed since GC2. Unfortunately I've found that the game manual is hopelessly outdated and incomplete, to the point it's providing more misinformation than anything useful at all. Since my GOG client is set to auto-update games, I can't say to what degree this desynchronization is due to undocumented changes/updates, or mistake
[quote who="Horemvore" reply="1" id="3740822"] ...wether this will get ported back with the 4.0 patch is a different story. [/quote] I find such statements disconcerting. I recently purchased the base game and wanted to play some before deciding on expansions. But so far there I've stumbled upon so many problems with undocumented game mechanics and plain bugs that I really don't feel like spending more money on this game. I agree with the UI coloration being an issue
I've been playing GC3 for a couple of weeks, using (and occasionally adjusting) a synthetic custom race. There have been issues with this race not working as expected. I could work around these, but with the latest patch(es) more severe issues turned up that are clealry not intended changes, and effectively break custom race builds as a whole! FYI, my copy of GC3 comes from GOG, and I've set the GOG client to auto-install updates. I have no DLCs or expansions, only the base game.
I wasn't aware of the 10000bc limit, but then - at less than 1000bc - my trade income is negligible compared to the 28K of taxes. But when I went above 20000bc, the hit on taxes was so enormous, my balance went from a 4-5K surplus right into the red! Oh well, I used that cash to rush-buy the Temple of Neutrality (about 14500bc IIRC) - didn't want to bother with about 80 turns build time anyway, and it gave me the liberty to build it on some low industry planet with no good use for it&
Logbook of Goy Beorge, first Watcher of the Chameleon April 2229 In spite of continuing hostilities, Krynn traders have established a trade route with us. I had hoped this would smooth matters, but it doesn't. Cho-zin K'Xell, the First Hunter, has reported activities from the Krynn starports. They are building
The Prob with Iconian tech tree is they have no initial econ buildings at alll, and they're lacking the standard econ branch. That means no Econ Capital or markets of any type until some other AI researches and is willing to trade them. Besides, Econ Cap is cheaper than Trade Complex, whereas (adv.) markets are more expensive than barter stations, so it makes sense to build (or buy) an econ capital before markets. But the same is not true for Iconian buildings.
When you look at the production rates, it would have taken 3 years to build one. And in any case, it isn't actually worth building the trade complex unless you have no free tiles left. The Merchant Emporium is five times as cheap to build, so in the same time you build one Complex, for +50%, you could build 5 Emporiums for +70% total. Note that the Econ Capital is cheaper to build than the Trade Complex!
Logbook of Goy Beorge, first Watcher of the Chameleon January 2229 At the end of our second year of extra-karmesian history, the Empire of the Chameleon has extended to 31 colonies. Our population has increased 20-fold from the first breeder that had left Karma. Only the Torians have grown as much, and they actually su
Logbook of Goy Beorge, first Watcher of the Chameleon Octobre 2228 Shortly after my last entry we've finally met the Terrans. In spite of the distance they finally found their way back to us, maybe with a little help from that explorer - we learned that he had made way his back safely, although not very comfortably
[quote who="LTjim" reply="11" id="3238614"] anomaly base [/quote] Did you mean a resource mining base or an asteroid mining base? I suppose it's the former? Or something else entirely?
Sounds to me like the real problem is overextension Guilty [e digicons]:blush:[/e] But then I was only starting to learn TA, higher diff than I wwas used to, and by far the biggest map. it wasn't so much that I wanted to save that particular planet, just that I wanted to know my options, and maybe ways to prevent that kind of stuff from the start. The funny thing is that this problem was preventing me from colonizing two other nearby p
Logbook of Goy Beorge, first Watcher of the Chameleon July 2228 With the new trade installations we could afford to drop our taxes. The new influx of citizens has already partially offset our loss of taxes, and there is still a lot of place available on our many new colonies. We have met the Thalan and Altarians, and were able to
Update: I won't have much time to continue this at the same rate, but I promise I will. I'm currently in the year 2231, I've made a lot of saves and screenies, but the writing just takes time.
At the point I was asking, my military rating was 0, and that other races standing hostile. So, no, p**ing them off any further wouldn't have been a good idea. Besides, my empire spanned about 15 by 10 sectors at that time, and this colony was a new one about 4 sectors removed from the nearest other planet (not counting a similar recent 'bridge head' colony that didn't even have a starport). Just getting constructors there (if I had had any) would have taken half a year.
I think that's correct. Furthermore, after my most recent observations, I now belive each AI treats this differently: I did trade for Xeno Entertainment, and could trade for Space Mining, but both were/are very expensive (and I don't bother about mining). However, I only see SM offered from the Terrans and am pretty sure others have it as well (hard to check though). I did some further testing and found that some techs (including weapons) are considered tradable, thoug
A few questions regarding tech trading in TA: 1. I've traded for a number of racial techs from the AI that according to their description are not tradable or stealable. Is this restriction bugged somehow? Or is it just that the AIs can't trade them, but the human player can? 2. I keep seeing AI techs in the trade window that I would like to trade for, but no matter how much I offer (up to 100+ planets, 10K bc, about 2 dozen techs, and a couple of ships), the AI simply