Same thing happens to me. Not an answer/solution, but at least you know you are not the only one seeing this.
One-Eye
Thanks for the quick replies. To let you know "relationship" between my race and the others, here's a chart of sorts, comparing the three saved turns I mentioned above. Turn Number Race Relationship my side Trade list &n
Background: Insane Map size / "Normal" difficulty / 6 Major Races + my Custom (Terran) race / occasional minors. By turn 614, already 3 of 5 minor races no longer show their Colonies on the Trade Screen. [Trade items are: Credits, Treaties, Offers, Strategic Resources, Trade Resources, Techs, Ships, Starbases, Colonies.] These minors do have colonies/planets on the map, at least one or two, but nothing shows on the screen past the <span style="text-decoration:
Thanks. I didn't think about a Tech victory or the Ascension victory. Back with GC2, there were warnings about civilizations who were close to victory. Are there similar warnings in GC3, which I just missed?
I admit that I have not played GC3 very much. Just set up to play single-player on an Insane map size to test all the features. I left the turn limit victory condition unchecked, so I thought it would play out as long as I wanted. But it popped up with the Defeat screen, even though I had experienced only a couple battles with pirates and not even met all the major civilizations, didn't even have one UP event. It seems to have ended at less than 400 turns, but it
I understand that Steam allows file synchronization so that one can play the same saved game from one computer to another. This was working in GC3 during the Beta, but was turned off by Stardock with the release of Ver. 1.0. I'm not going to pretend to understand why; I presume there are significant reasons. Steam does allow it's clients to turn synchronization on or off for themselves, but only offers this if allowed by the program developer. I would re
I've enjoyed Galactic Civilizations for years. I have a "wish" that auto-survey could be programed so that multiple survey ships will not end up all going to the same anomaly. I have no idea how game codes are written so I don't know if this can be done or not. It happened in GC2, and it seems to be happening again in GC3. If I have built five ships to survey the galaxy, even if there are a multitude of anomalies available, they eventually tend to foc
I've decided to join in this thread because I have some questions about game mechanics as well. I am slightly frustrated like Damarow, but not angry about "missing" information. Because I've been enjoying Galactic Civilizations for many years, I didn't mind paying to be in the Elite Founders group; I trust the developers at Stardock to provide a great and enjoyable game. And, I can be patient waiting for the Wiki to develop. But maybe Mohobie or others ca
While I am thrilled with space-based shipyards for capital ships, and even small fighters / defenders, I will repeat the urging that trade vessels as well as colony ships (and maybe even military transports) should be built planet-side. I will even accept that they need to be placed in the social project queue. Merchant ships need to be linked to planets for trade routes, at least at present, so it seems they need to built on planets. Colony ships must be loaded with peo
I, too, am grateful to Brad for clarifying that we will be able to build ships without delaying social projects. Certainly, I am not against sliders as a means of controlling production, and believe them to be easier, as well. But I was trying to think of control methods consistent with the idea that the Stardock team appeared to be doing away with sliders. I, for one, am satisfied if the internal mechanics of the game takes care of resources to these spac
To DARCA, In GC2, as you know, starports are needed to produce ships -- that's basically their purpose; factories provide manufacturing capabilities for the planet and civilization. So, you could say that starports are a dedicated type of factory, or at least they create the second queue next to the social project queue. The slider in GC2 allows the player to control how much production is directed to military (ships) and to social projects (planet developmen
For me, at the moment, the question of single or dual queues is the most important, so I'll add a few more pennies to the discussion . . . FIRST -- if the new game programed mechanic means dual queues CANNOT be planet-side, then my strategy will likely always involve making one or more smaller planets exclusive factory worlds to produce capital ships for my empire. No doubt these will be resource draining worlds subsidized by
To weigh in on this thread (but I won't quote other comments because I can't keep them all straight!) First, I will truly miss the dual queue system of planetary improvements and ships being built at the same time. I respect the desire to change the game dynamic; it will be a challenge for some of us. Second, I fully support the ideas presented for a space-based ship construction platform if there cannot be a dual planet-side queue. Allow small sh
Took me a while to get back to you, but that is what is happening. I have a custom race and a custom tech treewhich I added to the normal folders under Twlight. If I take out the custom tech tree, the mod works. If I try to access the custom tech tree, the mod crashes. Is there any work around to keep using the custom tree? The custom race is fine, even all the custom ships I designed, but the edited tech tree is the problem. As an example, I added the Dreg
I've come back to GalCiv 2 Twilight and found this mod to make the other races more competative. But when I try to start the game after putting Tolmekian's folder into the twilight\mods folder, the game crashes while loading before it starts. This is the only mod activated, so I'm not sure what I'm missing. Any help available? Vincent I've included the debug.err file as I've seen requested for other problems. Debug Message:&nbs
This will be fantastic for those of us who are not yet fully "paperless!" Thanks for your contributions. Happy New Year!
Beautiful work -- nothing less would be expected from I-Mod! Question: For those who have customized tech trees, is there a way to create a reader, e.g., Galactopedia, which would allow the development of personalized posters to match our personalized trees? All the same: thanks for making the game attractive visually!
I am playing my first game with Twilight 1.91. Immense galaxy -- I do like the drawn out game. I play as a custom race with the Terran tech tree. I started with nine AI opponents, all set to normal. There are the expected five ascension crystals in the galaxy. The Krynn established an Ascension star base early on, but none of the AI races tried to attack. I decided to hold off as well and see what the computer would do. When their count got down to
I have not downloaded the final version 1.91, so I have a question about this crash issue -- once you crash, can you reload the game with the gravity accelerator in place and giving its bonus, or does the gravity accelerator fail to be built and continue to crash the game making it non-working or un-finishable?
In GalCiv 1, players could trade ships and starbases with minors. This would be a nice addition to GalCiv 2, given how minors do get the jump on the majors. They should be expensive to acquire, but still on the trade list. The AI could trade for them as well as the player, so balance would not be affected. Just an idea!
I am back to playing DA 1.8g, and having a great time with it. There is still the game's recurring "memory limit" issue, but this is not the game's fault as such but WinXP+computer+game combination issue. [I like playing gigantic + common everything + maximum civilizations (minors included) because I don't mind a game taking weeks of real-time to play.] I have auto-save turned on at the start, to save every three turns; it doesn't take too long to save. Then, at the first auto-save crash, I
Thanks, Kryo, for the reply to point 1. This must be a change with TA, because resource bases did count in DL and DA. I remain curious about the other two points, if anyone else can offer comments.
No one responded to this post -- gave a few days, albeit holidays -- so I am bumping it back to the front. I am curious about constructor and resource base issues. It does not stop me from playing, so I am not angry or upset, just wondering . . . Thanks, and Happy New Year! One-Eye
I am currently using beta version 0.92[b].004, which is not the latest build, so some of this may be taken care of and I don't know it -- please inform me if these issues are fixed. 1. As I add resource bases to my expanding empire, the notice before construction always says I have "0" (zero) starbases, even if I have 4, 5, or 6, etc. So, logistics for starbase limits does not matter yet. Don't know if this is fixed or on the list for future builds. 2. I still get the invis
I, too, have just voted for the later release. While I understand those who want to game as soon as possible, we have all learned that premature releases frustrate everyone involved! A December release might require "a", "b", "c", etc. bug fixes. Then we will endure all the whiners claiming the game came out too soon. Let those who are working on the betas -- I'm watching without the time to test it myself -- have all the time and opportunity they need to do it right the first time! <br/