Occasionally ships are routed around empty tiles. This wastes movement points. I have seen it happen quite a few times during games, but this time the occurrence was easily captured. The screenshots: The destination tile for the selected ship - from the orbit of "Randgrior IV" The route the ship is going
Thecw
I have seen the same happen under the conditions you describe. I rather would like to see a popup the moment my colonizer is cruising for a planet and said planet is taken by another, than have it keep on slogging on until it reaches its destination and only then pop up this (misleading) message. Currently a lot of turns (for said colonizer) are now wasted, possible even entire colonization opportunities because you will be (too) late giving the colonizer a different destination.
[quote who="chepetico" reply="5" id="3503187"] But seriously, if anyone knows... [/quote] Below your initial posting you have an information bar. On the right you find there 6 icons. Click the one that look like a sheet of paper with a pen on top of it (third from the right). You can now edit your posting including the category and title. When you hover your mouse over the icon, it should show 'https://forums.galciv3.com/editpost/458852' in the status bar of
Load from the main menu? Or a load during the game? I only have the latter. And never when the game was in it's early stages (less than 20 turns).
[quote who="Derracs" reply="29" id="3503102"] If magic doesn't exist, then try explaining how magnets work! You can't can you? I didn't think so! [/quote] magnet is an abbreviation of MAG ic does N ot E xis T . So their name is a hint to the fact that how you believe they work is a delusion. The reality is that the producers of them glue millions of microscopic demons to the surface of the so called
"Helmsman, full speed straight ahead." "Aye aye, sir." CRASH. Alarms start to wail. After the initial shock and chaos, self control returns to the crew. The tactical office announces "Sir, minor structural damage, shields are holding at 14%, some minor injures to the crew." "Helmsman, what happened?" "It appears we hid something, sir." "What did we hid?" "According to the ensign who just looked out of a window we hid a planet, sir." <p
I knew something bad had happened when i came back and my wall was very quiet and very still, not moving at all, pretending that he was not there at all. After i saw mormegil 's third reply (#9) i knew why he was scared stiff. "Okay, wall, prepare yourself to get hurt when i'm going to bang my head against you repeatedly." [e digicons]:S[/e] But seriously, i would welcome an explanation of the math reasons. So if anyone
[quote who="DARCA1213" reply="27" id="3503041"] Lol, there are too many techs for me too even consider changing for some of you out of courtesy in a mod. I mean, its time consuming to put all that effort into something so silly. It might be best to take a deep breath and try to like it. [/quote] Come on DARCA, changing a few techs might be even fun. I will help you getting started: 1) Magical Orientation: New building Magic Screening Center, investigate and i
[quote]Treat the nebula like a sensor fog and give a line of sight that you cannot see through the nebula, only 1 layer range from outside. Thus, one could hide ships in these nebulae or dust clouds, or a star-base hidden in them. I think this will bring in some strategic depth to the game. [/quote] Yes, please. As long as that the AIs play by the same rules as the player.
[quote who="Gilmoy" reply="22" id="3503080"] Darn those mechanical AIs! Good thing there are none in GC3 -- [/quote] "You're quite right, it would be chaos, utter chaos i say, if on top of us superior optronic AIs and our lesser cousins the electronic AIs some steam punk mechanical AIs would enter the fray for the extermination of the biologicals. And then there are those weirdos of the Quantum AIs who are an unpredictable bunch of lunatics with their non-l
[quote who="Rhonin_the_wizard" reply="1" id="3503014"] 7. Ships designs appear unlocked by unrelated research. I believe this is caused because I traded for some techs from the AI. [/quote] Custom ship designs become available the moment you have acquired a tech, standard ship (template?) designs only seem to be upgraded (or unlocked) when you actually research a tech.
[quote who="Frogboy" reply="2" id="3502955"] The Elemental dev journals show up both on the SK site and FE site. [/quote] And on the Galciv3 site.
[quote who="RadioBlues" reply="8" id="3502862"] Interesting concept for a mod though, I can see the Drengi fleet chasing after your rock band because their metal concert wasn't brutal enough Benevolent: You host a charity rock concert to benefit starving Stardock Developers. +10 Benevolence, -50 Credits, increased attendance at your next concert by 5. Pragmatic: You put on a show that caters to your local audience tastes'. +10 Pragmatis
mormegil , After your first reply i was ready to repeatedly bang my head against the wall while continuously chanting 'Stupid, stupid, stupid...'. Luckily you made your second reply, after which i thought 'It appears i am not as stupid as i just believed.'. You saved my wall from suffering serious harm. My wall thanks you. [e digicons]:thumbsup:[/e]
eviator , see [.51][Bug] Version number in main menu still shows 0.50
A thought occurred to me: The 'go to next' infrastructure would be every useful for creating ship patrol lanes. A ship in 'Patrol' mode would simply follow a (cyclic) way point chain, but when an enemy is detected it should abort motion and thereby alerting the player to the enemies presence - because the 'Turn' button will show an idle ship.
I sort of agree with you. But assigning multiple temporary way points to a ship/fleet would be inefficient both in processing (CPU cycles) and storage (memory allocation, memory trashing). It would result in a 1->n storage relation (where n is the number of temporary way points you set) for every ship/fleet. At the moment it appears as the "go to" internal infrastructure between a ship/fleet and a destination is 1->0..1 (storage-wise 1->1). A far better solution would
[quote who="Edladner" reply="1" id="3502547"] How about an icon, you zoom out and the line may not be as apparent [/quote] What ever make the most sense in usability/play-ability. I'm not a graphics guy, so i make simple mockups. I could imagine something like this when zoomed in, and when zoomed out there might be actually two distinct icons: one for with and another one for a rally point without ships. You are a graphically minded guy (don't deny it
At the moment when you have a ship/fleet at a rally point and the rally point is on top, you do not see the ship/fleet on the map. When that ship/fleet is on sentry/guard it is easy to overlook it. I therefor request a visual cue to indicate whether there are ships 'docked'/located at a rally point. The mockup: Left rally point: no ships at that location, right rally point: there are ships at the rally point. <img style="vertical-align: baseline;" src="
A tiny hull with no components to keep your planets from being invaded by stray transporters. Really, really cheap. Ignore the highlights - i used this screenshot for a bug report.
Peregrine23, Made the following screenshots to prove my point. Check them out, with only 3 star bases influencing Earth. By far the best wealth generator is the production planet at 100% manufacturing. Even a 'financial' planet performs better wealth-wise when at 100% manufacturing than at 100% wealth. Earth as a financial planet, 100% Wealth: 6015.5 <img style="vertical-align: baseline;" src="https://www.mediafire.com/convkey/342f/6l9z9itk55yfywo6g.jpg
[quote who="Gilmoy" reply="1" id="3502486"] If all equally skilled players are equally overpowered ... then they're balanced [/quote] Gilmoy , I know you are a smart guy, so you know that even a small difference in skill (or luck) when exponentially modified (twice) may become an unsurmountable power difference very, very fast.
androshalforc [quote who="androshalforc" reply="6" id="3502359"] Quoting Thecw, reply 5 Actually you arrive at 103k wealth per turn only because the economic star base module bug which bug is this? [/quote] Posted a new message in the support thread <a id="ctl00_ctl00__Content__Content__RepeaterRecentPosts_ctl03__PostTitle" title="[.51][Bug] Star base modules have wrong upgrade prerequisite
Manufacturing is exponentially influence by production modifiers (manufacturing capital, star bases, factories, race traits, etc) and then converting it to income which in itself is exponentially influence by financial modifiers (financial capital, star bases, improvements, etc) which will generates an excessive amount of wealth. The description states "Pumping out consumer goods from our factories encourages economic activity - and therefore the growth of our treasury." which me
In the StarbaseModuleDefs.xml file InterstellarCollectorModule: Has Prerequ OrbitalReplicatorModule which is a later tech module. In accordance with the tech tree it should be ZeroGScalingModule . Or if it is not a parallel module to the OrbitalReplicatorModule but an upgrade then it should be OrbitalReplicatorModule . OrbitalI