GalCivius

GalCivius

Joined Member # 4299381
28 Posts 98 Replies 3,318 Reputation

[quote who="naselus" reply="1" id="3607543"] Not really. Specialization is pretty much all pros in real life, too. Check the first chapter of Wealth of Nations . [/quote] Specializing into several tasks, branches etc. is not the same as doing only one type of stuff on a national (or even on the planetary) level.

4 Replies 5,440 Views

It's a good idea to specialize planets. Yes, I do it too. OTOH taking a planet with the same buildings on 80% or more of the tiles appears a little boring and makes me wonder how "realistic" that is. Or, since "realism" is always debatable in a game, maybe call it plausibility? At least, if specializing planets has clear pros - shouldn't there be a downside to it as well (or is there already?). Or some other benefit for more diverse planet

4 Replies 5,440 Views

Well, actually they're not completely new, just reworked from some I did for GC II, but never released. Preview pic: [img]http://i.imgur.com/prvYmAp.jpg[/img] Download (updated May 2016): https://www.sendspace.com/file/5bjeyr :) Oh, little note: names are racelogo56.png up to no.xxx People who do

2 Replies 6,139 Views

Thx, hadn't thought about changing virtual mem settings - I did install more RAM a while ago, but had still old settings for virtual mem. Now after changing those the game does work much better.

3 Replies 11,403 Views

Similar experiences here, but also some differences: The AI very often likes to park lots of ships in my territory, which I find a bit annoying. There was one exception I found rather smart though: AI Altarians retreated most of their vessels/fleets from my territory to their own planets/shipyards when I attacke them, they stacked up 10+ ships in some spots. Not sure, but it seems they dig in when they feel weaker? When they feel stronger,

4 Replies 18,086 Views

I did put the game aside for several months, and just returned recently with 1.41. Played several games up to 350+ turns now, but finished none, because I run sooner or later into quite serious trouble. All were on "huge" maps, habitable world less then "occasional". At some pt. beyond turn 300 turns are getting slower (still playable tho), but then after some time the screen turns black. The hd is working a lot and I need to shut the game down from the Win task

3 Replies 11,403 Views

Are the settings for planets and habitable planets dependant on eachother? I mean, say I choose setting X for habitable planets. Without map size change, does the number of habitable worlds generated get higher if I select more planets in general (say abundant over common?). Or lower if I set planets in general to rare? So in short are habitable worls a fixed percentage or so of all planets on the map, or do they count extra? <

0 Replies 7,019 Views

[quote quoting="post"] Posted this in the steam forum but want to see if folks here notice this as well? <span style="color: #dbdbdb; font-family: Arial, Helvetica, Verdana, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; orphans: auto; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px

21 Replies 91,269 Views

Dunno if someth. like this was suggested already, but here we go: Please make the window bigger where I can select possible ship types to uprade to. Should be enough space even on lower resolutions for this. Also, please allow some filters for that list - currently it's way to crowded with every possible ship type that fits from core to user made etc. so you need to scroll and search a lot before you find the one type you want to pgrade to. </

1 Replies 4,024 Views

It always bugs me a bit to load several billions onto colony and troop transport ships (yes I know I can decide to send less, but the game is geared towards large numbers, and esp. for invasions you need them) Fine, we may easily say one colony ship represents not only a single vessel (or does it?), but a number of them colonizing the target planet in one larger wave. Still, if your homeworld has say 5-10 billion people, does it really make sense to assume sever

10 Replies 10,648 Views

Here's a couple of those I made recently: Invasion Ship (cargo) [img]http://i.imgur.com/ZF9Krh1l.jpg[/img] Battlecruiser (large) [img]http://i.imgur.com/5Ykg1djl.jpg[/img] Battleship (large) [img]http://i.imgur.com/cMeczXxl.jpg[/img] Carrier (large) [img]http://i.imgur.com/OSP5zTll.jpg[/img] Edit: hm, I actually thought imgur's thumbnail op

1,569 Replies 7,908,873 Views

Hm, just experienced something similar and started a thread about in "general" (yeah, should have looked here first), I did not save my ships as templates though, but just as normal ship, but without any weapons etc yet (for further work later). Hope this gets changed so that these ships become accessible without starting over. I also would love to have the ship designer working from the main game menu, like in GC II, where you just could create a bunch of ships o

5 Replies 42,308 Views

IMO GC II feels more "complete", which is no wonder though given its age and number of addons. I wouldn't say "better" per se, there are too many cool things in GC III already and I don't want to play without them anymore, so going back is no option for me. Still, III has obviously lots of room for improvement, and I hope we do see it coming in further patches, DLCs etc...

15 Replies 32,239 Views

Seems they do only appear when I save the game explicitly after I made them and reload this save later? When I just saved the design, then exit the game, I do have files for those designs in my documents/etc., but when I reload from an earlier save they don't show up in-game, even when I have the techs needed (I think)? These were saved as "normal" ships, not templates, does that play any role?

0 Replies 5,493 Views

I tried to make my 1st baby steps into GC III modding. From the OP here it seems pretty clear - I did set up a folder called "MyGC3Mod" in Documents\My Games\GalCiv3\Mods\ Then I copied the folders from the example mod into this (game, core etc.), and put some copied game files into those folders and modified certain values. What I don't understand is how GCIII determines what mod it should use? In GC II you had to point the game to a specifc mod folder, but here in GC III

173 Replies 1,210,098 Views

[quote who="Derek Paxton" reply="17" id="3559753"] The difference with the "editable" ship designs is before you couldn't overwrite the old design. You could edit it and save it with a new name and have both designs, then delete the old one. This was also how custom factions worked. Now you can save the ship design with the same name and it will ask you if you want to overwrite it or not. It's a nice usability improvement. [/quote] I

113 Replies 437,207 Views

[quote who="MottiKhan" reply="3" id="3559630"] I just did an experiment with my tiny monitor. In Firefox, go to Options, then Content, then Advanced. Set the font sizes to be bigger. Probably around 20 for the proportional setting and 18 for the monospace and minimum settings. Then uncheck the little box that lets websites set their own fonts. The change is immediate, so you can switch back and forth between the tabs until it looks good for you. <b

20 Replies 87,717 Views