[quote who="BlackSmokeDMax" reply="62" id="3817831"] Quoting WIllythemailboy, reply 61 Another undocumented change: Researching the Economics tech grants roads to existing outposts as well as newly placed ones. Really? I remember it always working like that.
WIllythemailboy
Another undocumented change: Researching the Economics tech grants roads to existing outposts as well as newly placed ones. I've also noted that the new pathfinding AI does not properly take roads into account, opting for straight line paths when much faster indirect routes are available.
The mana cost of enchantments on champion units is now being deducted from your mana pool at the end of the turn rather than being taken from your mana income at the beginning of the turn. The result is that if you spend all of your mana you go mana-deficient and the enchantments start dropping off, rather than the previous behavior of your enchantments being maintained and your available mana pool being smaller the next turn. It's not documented so I'm not sure if this
[quote who="Publius of NV" reply="40" id="3817138"] Again, on the 3.0 beta, Vetrar wandered out of his wasteland and I defeated him inside my territory. The quest to defeat him did not complete, and I am now not able to build anything inside his wasteland. [/quote] Damn, that is one of the bugs that's been in the game since day one that I was hoping would get fixed. Maybe, someday. [quote who="Publius of NV" reply="39" id="3817091"]<br /
Yes, an "upgrade as resources permit" button would be nice. There's only two decision points on a starbase - type and mining focus. Exempt those two upgrade types and allow everything else to auto upgrade. As a bypass, I have a keyboard macro that just clicks the left mouse button every couple seconds. Position the cursor over the top of the queue and push the left arrow key to switch to the next base when the clicking sounds stop.
I've run into it several times but I can't definitively say what triggers it. Building gets wrecked in an invasion, maybe? I know taking a planet with a civ-unique building then demolishing said building will generally result in you being able to build another one of them. I've built multiple Import/Export centers on the same planet doing that.
[quote who="DivineWrath" reply="2" id="3724316"] Not a perfect solution, but have you tried filling your queue up with multiple 'aid xxx'? [/quote] Or give us an "infinite repeat" command like ship construction has. Applies to the research/econ production as well as citizen recruitment. For now I just spam a couple dozen aid missions and revisit the planet when they're done.
I've run into an issue loading advanced games (300+ turns in, 50+ hours invested) playing Intrigue expansion. I'm playing the largest map size on a machine well below the recommended RAM but that's never caused load failures. Extreme wait times sure, but not crashes. Attempting to load my most recent saves causes 10-15 minute loading time followed by the game crashing to desktop. The odd thing is that the last save was made by loading the second-to last save, which loaded normally. No
Thanks. I'll start tinkering with this over the holidays when I have time. And I'll definitely be checking out your Enhanced 4x Mod.
I'm trying to do a basic mod to get rid of some personal annoyances from the game. I've gotten as far as copying over game files into a new folder and converting binary files to text using https://www.youtube.com/watch?v=A_HNsmaU2CA as a guide. Questions: 1) What is the best way to keep black holes from spawning on random maps? I'm fine with all other star types, but continuous damage is a no go. I
This was apparently a video driver issue. Why it was occurring only for that combination of programs may never be known, but it seems to have been resolved.
I'm getting a repeatable bluescreen when I close GC3 with iTunes open. I haven't noticed any other program combinations that cause the same effect. Any ideas beyond the obvious "don't run iTunes behind GC3"? This only started when I upgraded to Windows 10, but I don't play often enough to rule out game/steam/iTunes updates that may have contributed as well.
[quote who="Larsenex" reply="4" id="3507702"] Edlander, what I need to know is if defenses are actively working. Do we have straight defense against straight offense or are there other factors in play. Medium ship with 2 beam attack and 30 missile defense against a medium ship with 25 missile attack and 30 missile defense. On paper the beam weapon ship should ALWAYS prevail. This was how it worked in GC II. Does
[quote who="Ryat" reply="1" id="3492143"] My thought is, "Why would you build so many in such a small area?" [/quote] Lots of overlapping starbases is the key to unlocking a really good planet's potential, along with military slingshot arrays. In GC2, you could get 24 bases affecting a single space, which could turn a single ship in the sweet spot the combat power of an entire fleet (for scoring purposes) and give it +72 movement points for one turn. Use f
[quote who="Gaunathor" reply="3" id="3488963"] Quoting WIllythemailboy, reply 2 If your empire was so unbalance that shutting down didn't give you positive income, you just sat paralyzed until someone started taking planets from you. You could still do things to get back on your feet. Like selling techs and
[quote who="Lucky Jack" reply="1" id="3488903"] I think the word is there will be. Just a bit early I guess. On GC1 and 2 it caused your empires morale to start tanking, but since morale was out, and is now in -- or is it -- I guess we will have to wait another build or two to see what they have planned for it. [/quote] The biggest consequence was that below a certain level (-500 bc in GC2) your empire simply shut down. All building and research stopped* until your credit ba
Suggestion for upgrade all ships: give the option to "upgrade all ships of that type in this fleet" - halfway between upgrading one ship at a time and upgrading 40 at a time.
[quote who="charon2112" reply="47" id="3485813"] I know they do, but why? Maybe a dev could chime in with the thought process behind this decision. Why should that starbase move (and it really is just a starbase that builds ships) and no other? [/quote] If I remember correctly, it was mentioned in a stream that it was basically a UI choice. Placement of the starport is important for maximizing use of planetary output; the choice was between allowing the starport to be reposi
[quote who="parrottmath" reply="30" id="3485161"] If I build a starport at home, then I find a better spot for my starport, I would then deconstruct my other starport and build a new one in the more central location... But then I find another planet, then I want to deconstruct my central starport and build a new one in the better location, but I don't want the other ones to be staying there. When I build a starbase with its traits, they have functionality directly for that location f
God no. Voice acting has ruined more games than it has ever improved. I can't play Advent in SOASE with the sound on, the voices are that annoying.
[quote who="Gaunathor" reply="30" id="3483898"] That's good to hear, but I'm not quite certain what to think about moving the Death Furnaces to the Ideologies. [/quote] Perhaps that's a hint toward race-specific Ideology choices? Not to the same degree as tech trees, but a few replacement choices that fit better into each race's tech tree? [quote who="mormegil" reply="29" id="3483887"] This will mostly be addressed by tech tree design, let us kno
[quote who="Gaunathor" reply="14" id="3483858"] What are you talking about? There is no such rule here. [/quote] There might be a post limit because he just created the account. Some forums do that if they've had issues with spam bots or virulent haters in the past. I know of at least one that forces any new account into read-only for a couple days to prevent someone who's been banned from immediately creating a new account to continue whatever they were banned for.<
An issue that came up with custom races in GC2: is there any plan to address one-off buildings for races sharing a tech tree? For instance, if I played a custom race using the Thalan tree, I had to make sure no other race in the game used the same tree or I wouldn't be able to build a Hyperion Matrix - the AI player went first and rush bought it the first turn, so the building was unavailable before I even had a chance to go. Other races had similar issues with early buildings. In
The only possible benefit from this system is the potential for even cheaper specialized ships, assuming the cost is adjusted to reflect the "free" components having been removed from the base hull. Colony ships and constructors with zero sensors; hell, even combat ships with zero sensors as long as they're in a fleet with something that does (unless that handicaps their fire control). Defensive ships with minimal/no life support and even less engines than the current base hull
[quote who="Lord_Silverkey" reply="15" id="3483069"] So if the races that are either now extinct or lost in obscurity don't make it into the game for launch, I'm fine with that. The devs need to work on the races which are assets for telling the official campaign's story. Likewise with expansion packs they should focus on races and things which have something to do with the story.With DLC on the other hand, I'd really like to see a line of "Lost Civilizations" releases.Yo