The one thing that broke GC3 for me above all others was that new colonies basically paid for themselves from the start. In GC2, you had to balance your expansion with your ability to economically support your new worlds until they developed enough to be net positive. In GC3, it was a blind rush to as many worlds as possible before everybody else grabbed them up. The GC2 way made so much more sense, and it involved much better choices for a longer time (strategic
lendarker
Any chance that some work will get done on Linux compatibility (Steam Play/Proton)?
Thanks, I'll give it a spin!
Hm okay. A few years ago I'd happily have started modding away at the game to implement this kind of fix. These days, I'm happy to find the time to actually play the game. ;-) Can you give me a short "to do" list of what steps are needed to patch this in, or do you have a modified tech tree file for me to simply dump into the appropriate game folder? I think this would make a few more people happy if they find it on the forums. :-)
Any hope to get the "Dread Lords Mega Event Crash when they spawn on a hostile atmosphere planet" (tm) bug fixed? I love to play with environmentally hostile planets, since it opens up yet another "race" to compete in.
You don't have to scroll to the edges. If you fully zoom in on the planet/ship you want to handle first next turn, you still do get a bit of lag as ships enter or move through the screen area, but most of the galaxy still gets handled invisibly. Zooming in and out, though, became almost as tedious as watching ships move. Most of the time I'll have some ships with movement points left over, so I process those at that time.
Sorry for reviving this...but just had my game crash on me with the Dread Lords event, too. Thanks, qrtxian, for your explanation (if you even still read these forums...). I'll give not using extreme planets a go for now. Which is a pity, because I liked the "second colony rush" once a few extreme colonization techs got researched.
The game starts up and runs fine. I can start any other game (and in fact I have in the meantime played several). Desktop resolution seems unrelated to this part which is the bit the error log ends on: Debug Message: Can't find ship type in definitions Debug Message: Ship Peacekeeper R-25664 does not have a valid ship class in CalcTotalMoves. Setting moves to 0. Ship Name: Peacekeeper R-25664 Owner: 21 Debug Message: Loading Fleets Debug Me
I tried loading what I had available, no luck, sadly.
Hi, I recently dug out GalCiv2 again (or rather, I decided to redownload and give it a spin again...nights have become short again ;-) ). Unfortunately, Twilight of the Arnor crashes on me when loading my last save game (Quicksave), and also crashes on loading the Autosave from the start of the turn. Seems there are problems with Peacekeeper ship designs not being found? It's too bad because it was a pretty interesting game for me. Hope this gets fixed, eventually.
I don't think a mod can do this. But it would be VERY nice to have, still. I have been craving to create real battleships, with weapons BATTERIES. Where researching weapon techs means you can also build smaller variants that do less damage, so you can spread out more weapons mounts over your large hulls. Basically, your tracking system (large guns track too slowly to effectively fight small, agile craft) could be implemented based on the weapon size, and would, of course, requi