[quote who="Island Dog" reply="6" id="3671419"] They will be previewing Crusade and I'm sure taking some questions from chat, so that would be the most efficient way to ask. [/quote] Not efficient at all for working people that have to catch the stream on the replay. [e digicons]:annoyed:[/e]
Go4Celerity
[quote who="Frogboy" reply="47" id="3671122"] New Survey Ships can be built using the tiny hull or cargo. [/quote] The screenshot posted on your Crusade Preview Stream thread clearly shows a medium hulled survey ship. Is this not a screenshot of Crusade? BTW, none of my questions on this or on the Crusade Dev Diary 5 thread were answered. Not implying that I'm obliged answers, just saying they weren't answered. Reply#14 this post an
Will using a constructor to build a shipyard return the administration point it took to get that constructor to the pool, or will that administrator be lost for other purposes?
[quote who="Franco fx" reply="70" id="3670065"] Worker is a poor name for a super ability. It should be changed to perhaps Production Manager, or if limited to one word, just Manager, or even Foreman is better than Worker. [/quote] "Industrialist" Make the manu citizen a robber baron.
If colonies cost administrators then conquered colonies also cost administrators? So through conquest I achieve a net negative administration that I have to offset before building my next starbase or colonizing that extreme world that has been waiting for the tech unlock? Is this how it works? Is conquest factored into the new balance and not hamstrung by administrative caps?
[quote who="DevildogFF" reply="2" id="3669954"] I'm so thrilled for the fans to get their hands on this soon. It revolutionizes GC3 and is easily the best expansion Stardock has ever done! I'm happy to relay what information I can about gameplay, if anyone has questions! [/quote] I'm anxious to hear what interface improvements, bug fixes, optimization, improved ship blueprints, diplomacy changes or anything else that's being worked on for release w
Trade route raiding is in the code. Total turns of raid and consecutive turns of raid to kill the trade route is also in the code. I've never actually seen the AI park a ship on a trade to take advantage of this. Worse, pirates don't raid trade lanes. They don't act like pirates at all. They act like suicidal lunatics. I suspect the AI was never written a code to go after trade lanes like it did in the previous Gal Civs. Gross oversi
[quote who="Fragnafritzz" reply="9" id="3669425"] Ok there mr patronizing, I asked where this was. Do you know? I used to be quite familiar with the config files in this game but things have changed a lot since last i looked and I know how many there are. [/quote] C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\Game\MapSizedefs.xml These lines: <BaseAdministrationPoints>
Asking for this option.... again.
[quote who="TheFunMachine" reply="5" id="3668984"] https://remnantsoftheprecursors.com/2017/03/01/9-ways-that-4x-ais-disappoint-us/ [/quote] +1 without taking up 7 acres of thread reposting the article a forth time.
I'd like shipyards to cost an admin and to have a slew of available upgrades... ...upgrades that... boost defenses are required to build ever larger hull types add stat bonuses to ships constructed there allow parallel construction runs for smaller hull types give gearing bonuses to sequential runs (a .9 exponent applied to the manufacturing cost of each sequential identical ship for example) I want citi
[quote who="Horemvore" reply="22" id="3668688"] Quoting Go4Celerity, reply 20 Yes. Do it in C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\Game\StaticShipBlueprintDefs.xml Thats for Starting, Campaign, Tutorial and Event Ships. Has nothing to do with the Designer
[quote who="DivineWrath" reply="16" id="3668626"] -Why do colony ships fill option start at 2.5 instead of the full 3? [/quote] GalCiv3GlobalDefs.xml line 828 " 2.5 " I don't like that it doesn't differentiate between colony and transport module loads. One can't be changed without harming the other. [quote who="DivineWrath" reply="16" id="3668626"] Question. Can you make your own
Virtual memory setting? It's part of the trouble shooting; the game takes a significantly large memory cache to run properly. Not a tech guru, just posting from personal experience. I'm running an I7 on a laptop with integrated graphics and 16GB ram. I do fine with non-insane maps since I raised my virtual memory/ paging file to 20GB.
This sounds fantastic. I'm done with Gal Civ 3 until the expansion hits. The Colony rush is Dead! I hate the colony rush. Surveying gets love!  
The modifications I made are part of global defines. They should be effecting all races equally. I do not see why these should have altered my progress relative to the AI's. The mods are the result of my dissatisfaction with the pacing options provided. I want a slower game, and I could not mod PacingDefs.xml to adjust game pacing with these values instead of it's flat +/- %'s. The values, other than Growth, were not enumerated for that .xml.<
[quote who="erischild" reply="47" id="3667813"] Can you, without ranting please, despite the frustration, clarify what is happening and what you mean by "uncatchable"?[/quote] Here's a link to the save for the last game I gave up on: https://www.dropbox.com/s/gn7i180ogsmj64h/mak%27n%20money.GC3Sav?dl=1 Here's a screenshot of the trade screen: <a href="htt
[quote who="MacsenLP" reply="44" id="3667782"] You realize there are difficulty levels right? If the AI's are still "uncatchably" ahead for you on the easiest level then maybe the devs could make a difficulty level just for you otherwise I don't get what you expect them to do. [/quote] A comment like this explains while you've only acquired 4 Karma in 13 years on this forum.
All the number crunching in this post isn't factoring the citizens' leveling up in their specialties. Probably doesn't change the end sums a great deal, but tossing around equations with missing elements seems a poor form of argument to me. I like the promise of the features laid out in this post, but I don't think they'll un-break the game for me. Every time I get a good game going I'll meet some race that is uncatchably ahead in tech by turns
There are a LOT of things I would like to see added to the base game. There are a lot of things in the base game I would like to see expanded upon and flushed out. The items on this list aren't among them. Not going to hijack your thread with my wish list. I've read many other requests for the same or similar elements to be added to the game. They have not. The devs seem to have their own vision for GC3 and stick to that. Whether these are
Agree its a low priority. I like the sound of several features suggested here. Another I'd like, and I've asked for this before, is a toggle function that can cycle the attachment of a selected part through the hardpoints on the part it's attached to.
The AI gives away too much money when the player is selling tech, yes, but it offers too little money when it's buying tech. 152bc for interstellar governance? C'mon.
You want the AI to make good decisions? Good decisions require good information. Does the AI get good information with which to base it's decisions? No. We all know that the military ranking system is broken. It doesn't account for enough factors and misleads the AI into conflicts it loses. Power rankings and the data that go into them need an overhaul BEFORE diplomacy coding that's based on them is rewritten/expanded.
Asteroid mining is a waste unless you're rolling in cash mid or late game. Go to govern. Play with adjusting your spending. I rushing Manufacturing improvements and colony ships early can get you out the gate quicker. Econ starbases are HUGE. Especially for you homeworld or anywhere you can cluster planets.
@Frogboy I liked your idea in stream last December about embassies being something you established with another Civ rather than just an improvement you build. Have you fleshed this out any or had any other thoughts? I think locking out trades until an embassy is established with the target civ would be neat, but too limiting. A player would need more options for opening negotiations. Ship to ship hailing to communicate and negotiate would be a neat and im