[quote who="a0152570" reply="3" id="3627889"] Quoting zingo77, reply 2 From stream Paul mentioned- the auto system will choose the best shipyard for a given starbase that can deliver the constructor in the most less time possible. So it would seem you should add all ship yard
shaw
Thanks for the report. I'll have the team look into fixing it.
Sorry that you are having trouble. Unfortunately, neither the error messages or the steam validation are the cause your crashes. Can you submit a ticket (https://esupport.stardock.com/index.php?/Tickets/Submit) with the save game attached so we can take a look? Be sure to mention what version you are playing (live or opt-in) Thank you.
Hello -- great feedback. A few quick responses to some of them. [quote quoting="post"] Hey all! First of all- Good job on 1.7 patch- a long waited jewel indeed. As some of you know, Im one of those insane map lovers! Whenever Stardock releases a new patch or dlc- I hook up insane map and see how far have we got! These are my findings: The GOOD! * Less micro on starbases! It really saves time. * AI is mor
[quote who="TheFunMachine" reply="19" id="3627737"] Yeah, I am having the same problem. The game CTD when I try to start the match. I'll arrange a ticket. EDIT: Now, the only thing I can think of at the top of my head is that the new starbase management system is not jiving with the custom ship-set I have. Edit 2: After looking through the design folder,
[quote who="TheFunMachine" reply="1" id="3627786"] I'm going to spread this around, so that it hopefully resolves the issue for people quickly. [/quote] I've updated the patch notes as a known issue. We'll address it in our next update.
Unfortunately, Mercenaries isn't likely to solve your problem. Can you submit a ticket so we can collect some information and help you out? Be sure to indicate if you can see the intro movie and the faction leader movies. Thanks!
[quote who="jvdouglass" reply="20" id="3627752"] When constructors upgrage (Deep Root M1 -> M2) the constructor assigned in Sponsor Settings defaults back to basic. Please have it set to the new model. Or have a master assign option someplace (Govern>Commands would work) [/quote] We noticed that yesterday and are working on a fix.
Two things are going on: The focus settings on the planet screen modify the spending for just that world. So you've set the research to be 100% empire wide which leaves nothing for manfacturing. Setting the manufacturing focus shifts the balance so there's production for manufacturing. When you shift the overall spending to all research, you are getting a pretty hefty coercion penalty. By choosing a manufacturing focus, you are making the spendin
[quote who="Rhonin_the_wizard" reply="2" id="3627645"] Screenshots are up. [/quote] Thanks. We just fixed it internally and it will be available when we update the patch.
[quote who="Avatar137" reply="14" id="3627641"] I played yesterday afternoon with a custom race so there must be something specific with that faction. Can you submit a ticket with the custom race and we'll take a look. https://esupport.stardock.com/index.php?/Tickets/Submit [/quote] Do you have any mods? Can you submit a ticket with the custom race and we'll take a look. <span id="docs-internal-guid-7c1ae113-a9d6-4c38-07ca
In this case, the upgrade is really a "down grade" so its probably not an "exploit" ;) But its definitely a bug. Thanks for the report.
[quote who="Spectacle" reply="10" id="3627627"] This is a huge improvement in starbase management. Good job! There is however one UI annoyance remaining, the "Idle Shipyard" prompt that prevents you from clicking "next turn". With this new system I would like to leave my Shipyards idle some of the time and waiting to produce constructors as they are requested by starbases. I don't want to have to shut down the shipyard manually and then resume it later wh
[quote who="Deewxc" reply="7" id="3627384"] Quoting pshaw, reply 5 Quoting dfriedman, reply 3 I have asteroids turned of
[quote who="ManiiNames" reply="5" id="3627606"] Unfortunately I can't seem to start the game with a custom race. Turned off mods, trashed my old designs. Trashed my old race design and recreated it. Every time I start with a custom race I get a random core game race instead. Currently deleted my install and am downloading the whole thing fresh, just in case. [/quote] I played yesterday afternoon with a custom race so there must be something specif
The 1.7 opt-in is up now. We'd love to hear your thoughts and impressions https://forums.galciv3.com/476400/page/1/
The long awaited Starbase update is here! The new Constructor queuing system means you'll never need to track upgrade modules again. We've also completely reworked the Shipyard ship list to make it easier to find the right ship for the right job. Also, we've added the ability to inspect an enemy fleet and get prediction of the fight's outcome. The ship component system is getting balancing change. Finally, we've improved the d
[quote who="LongDeadFingers" reply="38" id="3627118"] Has the way engines and sensors stack been changed in 1.7? So the crazy ranges are no longer possible. e.g. ships that can move 100 parsecs and kill off all the ai's in a turn? I haven't wanted to play again until that is changed. [/quote] This is something that we are looking at.
Seilore, Recently (1.6 or 1.61 I don't recall which) improved memory usage in a way that would be most noticeable on "extreme" maps. This improvement would only apply to newly created games. Other than that, we haven't done any W10 specific optimizations. EDIT: the memory fix was related to number of factions, not map size. So a medium map with lots of factions would see a benefit as well.
[quote who="erischild" reply="7" id="3627094"] Thanks for the answer. I was going through possibilities over and over in my head and none of them were even close to being closer than the guesses already posted. Now, I can go back to my regularly scheduled obsessive behaviors and ruminations. [/quote] I was somewhat disappointed in the answer as well :)
[quote who="Fragnafritzz" reply="8" id="3626603"] Hey, fantastic catch Buck. That sounds like a pretty likely culprit [/quote] Yes that seems to be the problem. I've updated our case and will have someone look into fixing it. Thanks!
[quote quoting="post"] If I bring up the FPS HUD there are three entries that I don't understand: PTL Updates/sec PTL Scripts Updated PTL Scripts Rendered I've searched high and low and still don't know what the heck 'PTL' stands for. Will some kind soul please explain this to m
[quote who="dfriedman" reply="3" id="3626986"] I have asteroids turned off. are the two connected? [/quote] Ryat is correct. Durantium is spawned in asteroid fields. No asteroids, no durantium.
[quote who="ManiiNames" reply="9" id="3626469"] Starbase building bit is changing in v1.7, hopefully out tomorrow. I do understand what you're talking about w the starbase building ships, I experience the same problem. One trap I personally fall into is the desire to make a zillion economic staircases, surrounding my planets with a ring of them that boost production and such to ungodly levels. What I have been experimenting with lately is investing that effort into
Ed, Some graphics features are disabled for performance or stability reasons on some systems. However, it shouldn't let you select an unsupported setting. So there's something amiss. Can you submit a ticket so we can get some more information about your system. Thanks https://esupport.stardock.com/index.php?/Tickets/Submit