[quote who="Frogboy" reply="3" id="3689297"] Basically, what is happening is that something will advertise its base mass but what it actually uses applies all the various bonuses you have. What I think the UI should do is update the advertised mass to be what it will actually use and then put into a tooltip what it would have orignally consumed without your tech. [/quote] Yes, this would avoid a lot of confusion. I always design my own ships when I play.
ProudCanadian
Confirmed. I'm playing a 2.5 game where my unarmed support ship was flying out in front of the rest of the fleet when it was attacking a starbase.
[quote who="zuPloed" reply="2" id="3688732"] Other than knowing I was going for a rush attack, there's not much they could have done. If they had met me a little sooner, they might have been able to tell that I was b-lining towards invasion tech [...]. But I was careful to stay away from them. Interesting Dilemma you are having there. This problem is actually similar to some situations in starcraft 2 ladder. In early-game sc2 yo
There is a bug that has existed for a long time (at least since the first release of Crusade) that makes support ships appear at the front of the battle, when they are really at the back. I'm saying "really at the back" because that's where they are supposed to start combat according to the GalCiv III docs that I read. I posted a thread about this quite a while ago, with a video clip that shows the problem: https://forums.stardock.com/484035/pa
Just after a survey ship scans an anomaly with a "+15% of current research project" reward, the "Turns Remaining" tooltip for my current project is wrong. It usually shows more turns than it should. After I play through to the next turn, the Turns Remaining is updated to the correct value.
Post title says it all. After I load a savegame in Crusade, the tooltip for the Technology box that shows my current research project always says "N/A Turns Remaining." It will show a proper value after I've played through a full turn. This problem existed in the 2.32 and 2.33 builds, and still exists in the 2.5 opt-in build.
I found a bug where invading a planet with Information Warfare tactics causes the population to be roughly quadrupled after the invasion
Smaller galaxies can sometimes be missing some of the exotic resources. Depending on the resource, there might be a Shipyard 'mission' project that you can build to get small quantities of it. The option to speak to the civ you're at war with will eventually be reenabled and you can negotiate a peace treaty.
Sometimes I will trade (give really) a bunch of my older ships to a weak AI ally. They never seem to just form them into fleets, and the ships end up dying one at a time.
Should be a Create Post button at the top right. My account still worked after a 7 year hiatus, so you're probably still good too.
I like where you're going with it, but I didn't quite understand what to do. Your idea is definitely going beyond what Stardock attempted to implement in Crusade. More interactive and not just "place your legions and see what happens".
[quote who="mortili" reply="1" id="3685797"] Reduced 55% Original 1920 x 1080 you forgot to mention that Navigation Centers also give 0.5 movecap per lvl [e digicons];)[/e] [/quote] </p
[quote who="ForesterSOF" reply="4" id="3685701"] The planet flipped but the shipyard did not so now I want to buy it without having to go to war to destroy it. [/quote] It is annoying that the AI players never decommission their shipyards after they lose the nearby planet or planets that were sponsoring them. They also don't try to unanchor them and slowly move them to their nearest colony.
[quote who="tetleytea" reply="6" id="3685779"] "You know what you did" [/quote] Does this statement in the diplomacy screen mean that I was caught spying? That was NOT obvious at all. It seems that it was meant to be funny, but I've been trying to figure out "what I did" for a while now. This message should probably be less cutesy and more descriptive.
[quote]TLDR: carriers using the 1st fighter type originally worked, now the fighters just fly around the enemy ship without firing. [/quote] There is another long-time bug in the Battle Viewer that shows Support Ships (and their defending Guardians) at the front of the fleet, despite the fact that they are actually at the back of the fleet. Is it possible that the Battle Viewer just made it look like your fighters were next to the enemy ships? If you click on one of your fi
[quote who="zuPloed" reply="3" id="3685777"] Quoting admiralWillyWilber, reply 1 You shoulf fire the spy. Synths get disassembled and/or memory wiped, not fired. Had to chuckle on your comment though. [/quote] <span style="color: #333333; font-family: Arial, Helvetica, sans-serif;
This happened in my Yor game recently. Got one food tech somehow, and now the one that comes after it is forever in my list of research options.
I don't want to disable it, but I'd rather that than have AI opponents randomly commit UP suicide.
[quote who="pshaw" reply="23" id="3685471"] Update (7/26) Fix for issue where AI gets semi-permanently stuck "in a trade", preventing the player from starting a conversation/trade with that AI. [/quote] Nice. Thank you!
[quote who="Crocell" reply="23" id="3685311"] Only because people aren't very creative with their solutions to current problems. Mini game is bad? Must remove it completely! Change it to be better? Nah. It seriously needs to be explained better to the player. Like I had no idea you could even stack multiple units on the same tile. So I was losing 40:1 battles I should've effortlessly stomped. So after that is fixed I'd make actually placing the units less taxing on my mou
This happened to me in my last game on build 2.31.4. There was an unimportant proposal on "1% tax to fund Intergalactic Tourism". Could not be more boring. Out of nowhere, Torian and Thalian both defy the vote and leave the UP. Why?? Next election the UP chair proposed the "All UP members declare war on UP defiers" and it passes. Those two races (who were both doing OK before defying) end up surrendering within 25 turns. It made no sense at all.
I don't know the answer, but I'd love it if the player had the option to designate the ship model (available at their current tech level) to be used as the spawned Interceptor and Assault fighters.
Minor bug. After I destroy an Altaran shipyard, the end of battle summary says "Pirate Units Lost" on the opponent side instead of "Altaran". I don't know if its relevant, but I believe this shipyard was inherited by the Altarans after another AI surrendered to the Altarans (much earlier in the game - not recently). Video clip: [video]https://youtu.be/ndKsXp1RQig[/video]
[quote]Removed Interstellar Drives and Life Support Modules from all spawned fighters as this was occasionally causing "assault" fighters to act as "guardians". [/quote] The Assault Fighters fix is not working for me in 2.32. I loaded a saved game that I was playing on 2.31.4 (the same one that I attached to the support ticket). The fighters spawned by the Assault Carrier Module are still being assigned the Guardian role in combat. They all stay in formatio
[quote] Privateers Promoting a commander to a privateer no longer fails because it chooses a custom design. Privateer fleets with non-privateer ships are now flagged as being pirates. Privateer can now attack starbases, planets, shipyards, or asteroid mining bases without declaring war. Privateers now appear as pirates in the battle viewer. Fixed issue in battle preview/results screens that showed obviously the owning faction of the privatee