Old-Spider

Old-Spider

Joined Last seen Member # 2451921
3 Posts 32 Replies 5,421 Reputation

My starting sector is at one end of the main chain of sectors. The Mimot are also in it. I had an exploration treaty with them, so I could see where their ships were moving. They had survey ships, constructors, colony ships, and military ships that seemed to be ignoring range limits and moving to the last sector of the chain. Why are they ignoring the range limits? Is it the same bug that has been in GalCiv3 since Crusade was released that allows AI ships to

11 Replies 4,144 Views

This is normal. It happens nearly every time a colony ship is attacked. The only time I'm sure it doesn't happen is when a space monster attacks a colony ship. The colony ship is destroyed and an infant space monster appears in its place. I think a pirate ship destroys a colony ship, but I'm not sure. EDIT: Now that I think about it more, I'm not sure a pirate ship will attack a colony ship. I think they just wait until a colony is settled, then cap

3 Replies 8,808 Views

I got this in my previous game. When I searched for the missing colonists, I found them and got a result that should have finished it. It didn't. The project continued to appear for the rest of the game, but nothing happened when I did it again. There must be a bug that allows the project to keep being available when there is nothing for it to do. I also got this several versions ago and it didn't work right at all. I think it depends on some of the choic

1 Replies 4,842 Views

An event (It’s Alive?) occurred. I got a choice to “build” “Find Missing Colonists” on my planet. After I built it and got the result, the ability to build it appeared again. I built it again, but the following information didn’t appear this time. The option to build it was always there, which was big problem for me because I’m playing as the Yor. The icon for the search is the same as the icon for building more Yor, and

21 Replies 11,655 Views

Starting with version 0.70, the Yor can manufacture citizens at the beginning of the game. They do need 1 durantium for each citizen, but no longer need promethion. Some anomalies give durantium in one of the choices. Otherwise, you need to do the research to build starbases, then build one at a red star that has durantium.

6 Replies 10,083 Views

Here is more information about the AI building colony ships without a colonist I loaded a save I made at the beginning of the game I used to report the previous information. I used console commands to unlock all the techs and remove the fow. I put all my ships on sentry, then moved my view to the upper right to get to the sector with the Drath, then zoomed in on Dratha. I then ran through turns without really playing until an AI was in a situation where

15 Replies 15,740 Views

There are major problems with the AI and colony ships. I first noticed that some AI colony ships stop near a planet, then don’t colonize it or do anything else. They will move away when I colonize the planet. It can be seen in this save game. Load the save, zoom out a little and move right to the white star. Zoom in enough to see something like this.<img src="

15 Replies 15,740 Views

The spacing can be improved for the summary near the bottom of the screen. The Available Trade Licenses values need to be moved to the left to so there is more distance between them and the next text. The Total Weekly Revenue from Trade Routes: text can be moved further to the right. There should still be enough space after it to allow for large values for revenue. The number will probably be big late in a game with numerous trade routes to

12 Replies 7,560 Views

I have three suggestions for this screenshot for Opponent Settings The yellow box shows Players. My testing indicates it is Max Opponents, not Players, so Players should be changed to Opponents. The cyan boxes outline what I think in wasted space. I think that careful adjustment of the spacing will allow the Available Opponents

12 Replies 7,560 Views