Uh, I thought that was impossible for two different civ fleets to occupy the same tile? It looks like you're next to a slipstream gate (minus the wormhole graphic), that might have something to do with it. edit: Actually, I've had ships be under an anomaly with an activated pirate/sentinel fleet on it a few times, but that's a different situation.
smjjames
There's also just a general lack of information on what values things have, sometimes I wish there was a 'what would it take for you to do X'
I did some testing with true synth races and found that they just don't manufacture population like they should, even when the world is just doing the economic stimulus on repeat. I checked and they do have the resources, they just aren't building the pops.. For a while I thought they weren't invading core worlds, but after a while of forcing them with the Everwar challenge, the Grey Goo (synthetic Mimots) did start invading, so, the lack of manufacturing population is hurting their ability t
Typo, 'Assert Carrier' Probably meant Assault. Haven't looked at other races, only noticed it yesterday.
Little early maybe? It's not live yet as of this post.
Not sure if I should post bug reports in this thread: Not all ships are showing up in the ship roster: 1. open up save 2. Tab to the only available ship that has moves. 3. Try to find the asteroid miner (or any of the others) in the ship roster. <a tabindex="0" title="https://www.dropbox.com/s/8d16hqa81wkxpe3/Fleet%20roster%20not%20showing%20all%20ships.GC4Sav?dl=0" role="button" href="https://www.dropbox.com/s/8d16hqa81wkxpe3/Fleet%20roster%20not%20sho
More of a 'beating a dead horse' though said horse is a pile of bloody pulp that is unrecognizable as formerly being a horse. That said, I do agree, some people get irrational about it with EGS.
The thing though is that I still had them attack anomalies without surveying them earlier in the game and I think I saw one ship try to attack an anomaly not that long ago ingame, I dunno. I'm kind of chalking this up to the somewhat unusual setup with all of the default races made into true synthetic (synth trait and Yor pops, The Yor themselves are unchanged) since I wanted to see how well the AI actually does them (not super well since they aren't manufacturing pops like they shoul
They've also stopped attacking graveyard and heavily defended anomalies for some reason in my game, so, there's a lot of anomalies still uncleared of enemies. I see it happen sometimes, but not to this extent.
I had something similar to this where I saved, started a new game to check something, and reloaded the save, the game crashed in less than a half hour when I double clicked a probe.
Known bug thought it had been squashed though. Really? Hadn't seen anything saying it was. The other issue though is that they don't seem to survey later waves of anomalies, at least mostly as far as I can tell. edit: What the? Screwy formatting. edit2: Okay, quote was being screwy.
[quote who="Old-Spider" reply="1" id="3860059"] I checked the MasterTechDefs.xml file and found the base cost for Mass Manipulation is 2380 research points. I also saw that it is a capstone, which is a tech that comes at the end of a line of research and can be researched multiple times. They have high research cost. Most of the other capstones had research costs with 4 digits. Two had 3 digits, and one cost only 2 research. There probably needs to be a
It still shouldn’t disappear even if all tiles are full, but I guess see if what ForgottenSkayer said helps?
So, basically you’re trying to set it up so that it remembers which leader was commander, so, in order to get three culture points that way, you’d have to hire two more and assign? Plus only one point per ship. seems reasonable and wouldn’t affect those who just hire once and leave the commander there the whole game.
[quote who="StellarGamer" reply="28" id="3859563"] Unfortunately, I think there might be some kind of memory leak in 1.05 test as my game seemed to become lethargic after about 3 hours of continuous playing. This was not the same issue I had before. Everything slowed down. Even bringing up the menus was slow. Probably not a show stopper, but something to look at. [/quote] Hm, I'm seeing something similar. This morning, the game seem
[quote who="JeremyG" reply="10" id="3859586"] I really like this idea. I have definitely done a lot of save/load in early games when my colony ships fly straight through a space monster den. [/quote] same, except it’s probes, not colony ships.
Weird, never had that. If rebooting the game doesn't help (which can fix graphics oddness), try verifying files? Click the ... > manage > verify.
I've run into the bug as well, they override just about anything that's under them that can possibly be under them. If the icon gets stuck on the map, only workaround is to block the usual building spot and force it over a tile or two.
Is there a range circle when the ship or it's fleet is selected? Some commander ships might not have a working range. If there is no visible range circle, then it's probably bugged.
As I noted though, if you’re playing a diplomatic game, it can happen a lot. Never played GCIII and don’t remember how it was in GCII Also, another thing, when can we demand that the AI remove starbases from territory? They can demand it but somehow we can’t.
It could use tweaking though, in one game, the Krynn, who were going all holy war on everybody, bailed like cowards when the Torians started attacking them and still had their entire sector.[quote who="SAMarcus" reply="3" id="3859260"] Quoting , quoting post I have a few improvements I want in diplomacy. First is money
I had known about the promethium growth rate, but I had to carefully observe the pop growth rate to really see what the numbers were actually doing. As brigadier said, it’s not clear at all where the numbers are or what’s happening. The fact that they can still build agriculture districts is also kind of confusing since the synthetic races can’t, I was a bit surprised that they could still build farms.
Plus a ‘what would it take to do a peace deal’ button, right now, it’s a complete guessing game if they don’t accept the deal outright.
Hey Croc411, there’s logistic cost reduction changes in the changelog for the unreleased patch that’s up (the changelog post is) and possibly connected to your thread.
I’d guess from this feedback: https://forums.galciv4.com/513209/please-make-large-and-huge-hulls-useful-again ? What they did is different from the suggestion, and I’m all for the logistics reduction too, you can only fit like two or three huge hulls in the max logistics before bonuses are applied.