Well beams look cool, so i would love them to have some slight advantage. I think the blasters from the 'Defiant' in startrek looks even cooler, imagine having that in the game! I will tell you what looks less interesting in the game - Kinetic weapons. Edit: actually, looking at Youtube combat scenes for the Defiant, it seems to prefer close range strikes which seem to be quite devastating to the enemy. That's in
Mystikmind
[quote who="Syrkres" reply="3" id="3645055"] Can you find the post, it would be interesting read. [/quote] [quote who="zuPloed" reply="42" id="3643485"] These bonusses are additive. Meaning that if you have a world with 50 production and +150% manufacturing from buildings and a world with 50 production and +0% from buildings you get the same amount of manufacturing out of the capital (ignoring adjacencies). Same goes for ghost worlds and
[quote who="exelsis" reply="3" id="3645052"] Shield leach/punch are the only ones that don't work, to my knowledge. Most of the others just modify damage/rate/range. [/quote] Cool, that's simple to remember then, thanks.
[quote who="zuPloed" reply="90" id="3645111"] I've had crashes from razing enemy homeworlds after conquering them, so maybe avoid this, if you were doing this. Apart from that I only rarely had crashes. [/quote] Yep, 'rarely' is the right word - In order to lure you into a false sense of security, and convince you not to bother setting the auto save to every turn, then just when you least expect it.... Crash! lol I never noti
Is there a full list somewhere of all the weapons and defense techs/augments that don't work so we know what to avoid using?
I noticed this little problem too. However when it comes to those planet bonuses.... lets say a Ghost world 50% science bonus..... someone explained about that too me how that bonus manages to hardly matter, ... i forget exactly the reason though?
I have been adding both extensions to all my new starbases all this time and you say its not needed? i could have ignored the smaller one??? Geesh
[quote who="Larsenex" reply="4" id="3645013"] Quoting Mystikmind, reply 3 How are you on your fleet setup? The best arrangement is a couple of escorts with high defenses and a couple of capital ships with high attack. Also it is better if all your ships are equal hull size otherwise the smaller ships start the battle in a
They wont come out with your fleets nearby. You should not get too far behind the AI on logistics, but docked fleets have the advantage regardless, until full logistics technology is researched. How are you on your fleet setup? The best arrangement is a couple of escorts with high defenses and a couple of capital ships with high attack. Also it is better if all your ships are equal hull size otherwise the smaller ships start the battle in a stupid
Yea i should autosave every turn! I created that map under 1.8 Crashing also depends on the individual computer.... and i have never owned a computer that has no annoying querks..... well, not since windows98 which set the ultimate standard of stability never to be repeated by Microsoft!
UPDATE: The rematch i was playing crashed before i got to turn 270, then i remembered why i have never actually finished a Galciv3 game! Sooner or later it will crash and what i see is some dumb message if i want to send a bug report..... Anyway, i kinda hate redoing half a dozen turns off the auto save, so that's the end of that, I have switched to playing Medieval 2 total war...... ironically, continuing a game i stopped playing because of a
[quote who="admiralWillyWilber" reply="4" id="3644647"] I actually don't want that either. that was annoying forgetting things as you go. What I would like a way to create exceptions, and have a exception list instead. They use to have a way to shutdown shipyard they either need to bring that back, or have a build nonething option. [/quote] Well the whole point about ending turn without having to look at every bit of shxx was very good for when things get
No problem.... My how i loved the ability to end turn at my discretion in Galciv2...... sigh
1) in one older version i could create a stabase with a fleet of constructors and the other constructors would immediately be available to add modules..... unless they ran out of moves and would then be kicked out of the starbase and i have to wait the next turn to add modules which was a bit annoying. 2) Then in a more recent update it never kicks the extra constructors out but also never made them available for adding modules, you have to manually go out and back in again... that wa
[quote who="Avatar137" reply="3" id="3644615"] you misunderstood me, or I wasn't very clear. I have no problem ordering them around. I wanted my survey ship to auto survey at this point and because I forgot the keyboard command I just clicked on the Command Menu in the lower left corner to select the appropriate command. I can see them all there, but the Survey and Explore commands cannot be selected or highlighted.[/quote] Ok well i have never seen th
Yea i still have the blinking. Does it kick you back to the top of the list with each blink? That was fxxxxxxx annoying, before, but not doing it anymore although its still blinking, but so long as it dousn't kick, i hardly care about it blinking.
I did notice whatever command is already active will disappear from the command menu. However, your survey ship should always have either explore or survey available depending on which command is currently in use. Anyway, i think ordering it to move at least one square manually cancels any current orders, so try that? the only other thing that can happen is if you upgraded your survey ship and forgot to include a survey modu
select the check box to not warn if shipyard queue empty. however, orphan shipyards can be annoying sometimes, blocking your end turn list progress. In that case i use the 'un-anchor' shipyard feature and send it on a journey somewhere pointless just to get it out of my way.
Oh i remember now! in Galciv2 i am pretty sure each new starbase was incrementally more expensive, plus only 4 starbases allowed per sector. Also in Galciv2 other races starbases did not effect the number of starbases you could build like it can now. These are all effective ideas for the purpose, but probably hard to justify logically.
[quote who="Maiden666" reply="19" id="3644462"] Quoting Mystikmind, reply 17 But what is the use in having starbase maintenance costs when you have all those economic modules? starbases are going to be giving positive economic growth, so maintenance costs are not going to be a relevant factor for the player
Weird, never saw this happen in any of my games. On a couple of occasions (very rare) i did have a ship temporarily fail to explore space it was traveling through right after an action of some kind, i forget what exactly? Upgrade or anomaly, who knows? but the next turn it works properly again. Anyway, i have not seen that happen since 1.8
Fixed! I have my Galciv3 on Steam.... last night an automatic update came through, i then continued my current game, then i saw the fleet off centre problem is fixed!!! Good work Stardock!
[quote who="admiralWillyWilber" reply="16" id="3644361"] Wow i'm wrong because I think I have never built more than a hundred starbases, and they are generally resource. Maybe on my best games it was a thousand modules, and this was in two. I don't have the resources to spam six bases per planet fully loaded. Never been that big on bases, but this gives me no reason to knock on those who play this way. Because this gives me no reason to why then would I try and change this; becau
[quote who="Bamdorf" reply="8" id="3644318"] Quoting Mystikmind, reply 7 Quoting Bamdorf, reply 6 I have been seeing thi
[quote who="builder680" reply="10" id="3644244"] You are all super awesome with your 18 starbases per planet. I know you guys think it's hardcore to spam click module lists every 3 seconds for a new starbase. I wish I could be more like you. I bet you're so hard core you don't even need modems to connect to the internet you've all trained your vocal cords to shriek and intone over the phone lines to make your connections. And you're so pro you don't need m/k you j