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.
Moser_Alchemist
Crusade's new resource system now allows you to increase the amount of a resource used from 1 to any larger amount with a simple edit to the file provide by Publius of NV.
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
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
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.
They have a spy assigned to your race through the espionage screen.
We need autobuild for the Aid Research, etc.
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.
Ship experience and levels are retained when upgrading ships.
Add an administration trait/ability to race creation Add one or more administrator mercenaries to expansion.
[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.
[quote who="Avatar137" reply="39" id="3663743"] Quoting Publius of NV, reply 38 I'm with you also... <p style="line-height: 1.38; margin-to
Welcome back!!! [e digicons]:grin:[/e]
Greetings, I agree with this idea. The tech tree needs to be available without needing to reset research. The current system can be very frustrating. Moser
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
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 +
[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
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
[quote who="Philocthetes" reply="4" id="3648919"] Has anyone seen one of these Resistor worlds finally start going back into rebellion? [/quote]Yes, but it took a lot more influence and dozens of turns. I had the planet at `90% when it went back to zero.
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
Greetings, The hot fix has made game unplayable. It keeps locking up my computer. Please remove hot fix immediately! Moser