Moser_Alchemist

Moser_Alchemist

Joined Last seen Member # 802082
9 Posts 253 Replies 518 Reputation

The Privateer is there. The problem is that it is assigned a generic name that makes it hard to identify. If you look at the ship's image, it has a skull and crossbows scheme. Once I identified it, I changed the name to "Privateer A". With all the other issues with Crusade, this is minor issue but will eventually need to be addressed.

3 Replies 25,393 Views

I decided to try out the synthetic life form to see what unique things they get. After researching Xeno Combat tech, the Generate Propaganda project showed up. The description says "+25 influence to planet". After completing the project, the planetary influence only grew by the standard growth amount instead of growth plus 25. Is this broken or am I wrong about what it does? In addition, I'm not sure if the +BC and +research projects actually work b

0 Replies 12,556 Views

I've been testing Privateers. 1) The size and power of the privateer is dependent on the tech level at creation. 2) They can attack freighters, colony ships, constructors, and all enemy warships with no consequences. 3) Asteroid mines and starbases appear to be immune to attack from privateers. This is huge draw back to them. 4)Attacking with mixed fleets (privateers and your normal ships) will cause war declarations, whereas fleets of privateers can atta

3 Replies 25,393 Views

You can't kill spies assigned to your race. They are not on your planets! They are assigned via the espionage screen. There are three ways spies work. You can assign spy to a planet, assign a spy, via espionage screen, to a race in order to steal techs, etc, or leave them unassigned to resist spies that are trying to steal from you.

8 Replies 25,872 Views

You haven't researched the required tech for the first module yet. Its not actually a mining tech but the first hull size upgrade tech ( I think). Check the research tree to be sure. You probably researched the hull tech in previous games before you tried to build the first the mining module.

1 Replies 7,920 Views

[quote who="Larsenex" reply="2" id="3663941"] Stardock needs to simply have a settup box to not play battle animations on quick battles. They are instantly auto resolved and done. [/quote] This is an absolute must, especially with AI stacking dozens of ships late game. Ship spam has always been much worse than SB spam IMO.

6 Replies 10,357 Views

Greetings, Not sure if its a bug or a design choice? I've taken advantage of this to build fast short range constructors that can reach starbases that had "out of range" space between my space and the starbase, that I had built with long range slow constructors. Moser

2 Replies 8,945 Views

Greetings, While this has been an interesting OT discussion, I'd like to get back on track for one post. LOL Now that one can see what leveling does for Mercs, I think the Mercenary expansion is actually a better buy than I thought. For example, The Helmder not only gets +5%/level Hit points, but also +5%/level for Beam attack, Kinetic attack, and Missile Attack. The Ysengard ( the one that give +100 BC per anomaly) gets +5% range/level in addition to +

31 Replies 57,075 Views

[quote who="Mystikmind" reply="9" id="3649183"] From my own observation I thought the culture flipping went to zero every time you save and reload the game? [/quote] Greetings, Nope, %rebellion stays the same after reload in GCIII. I remember this happening when influence worked differently in previous games. Moser

13 Replies 46,624 Views

Greetings, To change planet origin of freighter, enter shipyard that is sponsored by that planet. All you need to do now is exit the shipyard. The popup for assigning planets appears and you choose new planet. Note: This works with freighters you get by trading with minors/majors too. Moser

9 Replies 24,739 Views

Greetings, Two thumbs up! That last fix was pure gold. My games are unstuck. Thanks for the quick response and fix. You guys are the best! Moser

24 Replies 22,540 Views