Old-Spider

Old-Spider

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

Derek made a post about a multiplayer game that wasn't finished and asked if anyone would continue to see how long it would take to lose. I downloaded the save and played it until I lost. During this I saw a problem where the AI conquered on of my planets in one turn. I renamed the previous autosave file to be sure I could go back and see what happened. I now have a save that clearly shows the AI taking my planet

0 Replies 3,762 Views

I don't play multiplayer, but I decided to download your save and check it out. I played without much of a problem. The AI were sending ships to attack my colonies and the Festron were sending lone transports to attack my core worlds. I could destroy them without too much trouble. I would lose a colony occasionally, but I could take it back soon after. I would lose some ships, but I could replace them without much trouble. Things got better when I built some caretaker ships to speed the repai

9 Replies 41,523 Views

I checked the MasterTechDefs.xml file and found the base cost for Mass Manipulation is 2380 research points. I also saw that it is a capstone, which is a tech that comes at the end of a line of research and can be researched multiple times. They have high research cost. Most of the other capstones had research costs with 4 digits. Two had 3 digits, and one cost only 2 research. There probably needs to be a review of the costs to be sure they are correct.

4 Replies 5,686 Views

Good luck with your efforts at genocide.[e digicons]}:)[/e] I have been playing 1.05 on the TEST branch and want to add some information about the new quality of life feature. [quote quoting="post"]It also shows one of my favorite new quality of life features of the 1.05 patch. Notice there is no billboard above the planet I'm attacking. That's because I have my mouse over where the billboard would be. In 1.05 when you mouseover the billboard it fades ou

2 Replies 34,798 Views

This is probably due to an automated ship, like a probe and sometimes a survey ship, targeting a spot in the fog of war for its next destination. When it gets there, it finds a planet. It doesn't have population, so it can't colonize it. You can ignore this, and the ship will go somewhere else. If it continues, you may have manually told a ship that isn't a colony ship to go to a spot in the fog of war that contains a planet. When the ship moved close enough to

3 Replies 7,010 Views

I had to verify this myself, so I started a game to see how much of this is true. All of it is true. I had armed shuttles as a starting research choice, so I took it. I also used a console command to show things and found a red anomaly. When I got the two free armed ships, I sent them and my survey ship to it and repeated what you did. After 14 turns I had these fleets.<img src="https://cdn.stardock.us/forums/24/51/2451921/60a3a335-d8cd-4635-9dcc-cf5a88aaea9a.p

2 Replies 13,776 Views

[quote who="Trin4311" reply="4" id="3856438"] At the stardock launcher there is a button called settings and an option for edit file settings, when i select edit file settings and error message comes up "cannot find the c:\users\owner\documents\my games\GalCiv3\Prefs.ini file Do you want to create a new file?" what should I do? [/quote] You should never click on that option again. It is completely useless. Notice the GalCiv3 in the path. That was th

6 Replies 9,443 Views

There is nothing wrong. Well, almost nothing. Look carefully at the lower-right of the first picture, above the X in the box. You will see the top part of a down arrow (a triangle pointing down) that signifies the Manufactured Goods section can be open/expanded, which means it is closed/collapsed, which hides everything in it. The next picture shows an up arrow (a triangle pointing up) that signifies the section can be closed/collapsed, which means it is open/

3 Replies 12,523 Views

I've never had this problem. I downloaded your save to see if I would have the problem and to see what the problem looks like if it did happen to me. It did happen to me with your save. It was horrible. I was checking some things and noticed that the turns left for the ships were decreasing, so I let things continue. After about 6 minutes 15 seconds, most of the Torian ships had reached zero turns left and had stopped moving. There was a probe in the en

30 Replies 87,376 Views

This is a bug which has been reported several times. I provided some saves for beta 0.80 back in March showing this happening in two different ways. The Xeno Archeology Lab appears when it can't be built AND no module is in inventory. As you have found, it still exists.

2 Replies 5,138 Views

What you're seeing is normal and working correctly. Regular ships can't be upgraded the way you expect. When they get enough experience, the green arrow appears, and they get an automatic increase in hit points, which makes them stronger.

3 Replies 5,896 Views

The description for a Corrosive planet indicates it can't be settled by non-carbon life forms. This implies carbon life forms can colonize it. I'm playing as the Terran Alliance, but I can't colonize it without extreme colonization. Text that is similar to text used for other types of extreme planets may be better.

16 Replies 36,153 Views

The Xeloxi are allied with pirates and can't attack them. Ship graveyards and precursor anomalies are protected by pirates, but they can be attacked by the Xeloxi. If the attack doesn't destroy all the pirate ships, they can't be attacked with a ranged missile attack because we are not at war.

16 Replies 36,153 Views

While playing as the Xeloxi I got the Poor Housing event. It includes complaints about poor housing causing crime. It seems odd that the Xeloxi would be complaining about crime. It does mention insurrection and other things, but why the problem with crime? Also, notice mention of colony . This event happens on a c

16 Replies 36,153 Views

The Done button for the starbase screen is active only for the lower half of the button. This can be very frustrating. It has been this way since the alpha and was reported then by players. Also, the mining starbase for Xeloxi appears very large in the starbase screen when it is built. This screenshot shows the size of the starbase and the active area of the Done button.<img src="https://cdn.stardock.us/forums/24/51/2451921/d0331ade-ccc3-4a6a-80ce-0ca755f480e5.png" alt="

16 Replies 36,153 Views

Extreme planets are red in the galaxy map to show they can't be settled until the Extreme Colonization tech is researched. I had a game where they stayed red after I got that tech. I tried to repeat the problem many times and failed every time. After thinking about it, I remembered that I got the tech in a trade instead of researching it. I was able to do more testing and verify that was the cause. I have a save available <a href="https://www.dropbox.com/s/1d20k3

16 Replies 36,153 Views

[quote who="V3N0M2583" reply="2" id="3855202"] feedback: AI fleets do not seem to know how to target military starbases yet. I have an opponent in my current game that should be able to curbstomp me but their ships are just milling around instead of attacking my military starbase (they killed the ships i had parked on my planets that they couldnt invade though) [/quote] The first time I used a military starbase it was at a star system with a core world and 4 colonies.&

16 Replies 36,153 Views

There is a tech called Cybernetics. Only races with the Fertile ability can research it. The Mimot and Torians have this ability. The Cybernetics tech is part of a branch that follows Xeno Medicine that has 7 techs. All of them require the Fertile ability. Races without the Fertile ability will have the branch end at Xeno Medicine. This is what the Terran branch looks like.<img src="https://cdn.stardock.us/forums/24/51/2451921/1351e0cb-6eec-4e50-89ce-66a1bc79a2d8.png" alt="" width="19

6 Replies 18,231 Views