Thanks Frogboy for the update... Don't Want to Lose Control What I'd like to see, lots of planets to colonize, if I choose. Space is vast with much distance between stars, however, if I want to tightly pack my galaxy I want to be able to do so. I am one for micromanagement. I want to feel in control, even if I have citizens running my planets. I don't want to lose control. One reason why I neve
Seilore
Today I was playing a game and I had an event that popped that converted all previously dead worlds into either a thulium or promethion deposit. That was great except for now there are no more dead worlds. So therefore the Kiln of Worlds Artifact is useless as I'm unable to convert thulium or promethion worlds with the Kiln of Worlds. A simple fix would be to allow the Kiln of Worlds to convert Thulium/Promethion planets as well, which one normally wouldn't do most likely un
Another thing with military starbases, give them 3x the distance of other starbases. Maybe even add an additional benefit where if an enemy fleet enters the range they automatically loose hit points maybe 1% at extreme distance, 10% if they get close to the starbase. Make them more usable in the game. Right now the galaxy is too expansive for the little bit of space that a military starbase covers.
I would like the tech tree to scale better with map/# planets. For those that like the slow game. Sure you can mod it but it's just not the same. On large galaxies the best techs you can research in a turn. This means why build a huge fleet until you get to top of the tech tree. This also ends up making military starbases obsolite. Oh wow you get +10 laser bonus, My fleet is 2000 laser. Make military starbases more relavent late game, bigger bonuses f
I can understand this. I would hope they would have more of a conversation before making a hard choice... One thing I'd like to see is some sort of multi-monitor support...
[quote who="JustOneMoreTurn" reply="68" id="3778311"] Will there be a GalCiv4? I am asking because I wonder what could be done in GalCiv4 that can't or hasn't been done already in 3 (aside from DX12)? [/quote] Full 3D maps (for holographic monitors.) Real AI that could become Skynet. Rotating star systems. Colonizable moons. Now for real things, which not to say the above isn't.... Small star clusters (maps) that are connected by hyper
My thought is most of the computers still using Windows 7 are commercial users.
[quote who="admiralWillyWilber" reply="63" id="3777246"] The reason I think Stardock wont port to directx 12 is it would make it so windows 8 wouldn't be able to play galactic civilizations 3. Which windows 8 is not obsolete. [/quote] I would think this isn't a large enough part of the player base to really make that big of difference. After all as of this month Windows 10 is used by 52% of all users, followed by Windows 7 29% (This may be a reason, but not Windows 8).
Any updates on this. There has been no official post for almost a year?
[quote who="Frogboy" reply="32" id="3775830"] First turn on that saved game: 3:26 Second turn (changes applied): 1:23 Third turn (changes applied): 1:16 seconds Still takes forever to load that saved game. I've got to replay those first few turns a lot today. [/quote] So much faster, Frogboy, much appreciated, I had the last turn was around 1 minute give or take. Night and day difference. Thanks again.
[quote who="karlfranz-pl" reply="52" id="3776107"] I wonder would it be possible to create alternative option where game load one model for all large ships, one model for all small ships and so on. Would that help with performance? Or it doesn't matter that this is same object just displayed 100 times? It would be nice to see full models in shipyard or ship creation but on main map that is not important. For example, in my case since I play zoomed out and see only icons almost all the ti
[quote who="Frogboy" reply="46" id="3776006"] In a hundred turns or so someone is going to ascend. [/quote] Not if I have anything to say about that lol.
[quote who="Frogboy" reply="43" id="3775934"] I mean, WHO has 302 colonies, 40+ civilizations and 5,000 starships?) but that means being careful about who goes into what bucket. [/quote] Me, lol. Looks like there are several groups of players out there, those like me that like larger more colonies, more ships, really pushing the game limits, and love months of game play to get through one game. Those that hate starting from scratch after they beat one or two fac
I understand what you're trying to do, Wotan, however, even though this refers to part of the conversation at the beginning of this post, maybe this conversation would be best on a separate post, or private conversation as well. With that being said, once again thanks Frogboy for your response to this post, I especially enjoyed the insight on how the game uses different resources and how it works behind the scenes. Sounds like a lot of problem solving, which is what
[quote who="Frogboy" reply="32" id="3775830"] Ok so results for this day's work: First turn on that saved game: 3:26 Second turn (changes applied): 1:23 Third turn (changes applied): 1:16 seconds Still takes forever to load that saved game. I've got to replay those first few turns a lot today. [/quote] Frogboy, I can't say how much I appreciate you taking a look into this to see what could be done. Thank you very much.<
[quote who="Frogboy" reply="29" id="3775823"] So here's where we are: * I wrote a filter that creates a job to throw out a lot of the AI movement commands . This will slow things down on a theoretical 2 core box but no one is running large maps on that kind of hardware. * I implemented some additional "dirty" flags so that when you update your planets (like build planetary improvements) that that is faster. * I added a new AI phase called "MovingToDestina
[quote who="Frogboy" reply="26" id="3775812"] The other thing that I do think I can fix is the lousy performance of adding a planetary improvement. I haven't figured out why it's so slow in your saved game but I'm looking into it. [/quote] Thank you very much for looking into this, and if you need a beta tester, I'd be happy to help out as I have in the past. Even if it meant starting a new game from scratch, but to get to this point in the game it would ta
[quote who="Frogboy" reply="19" id="3775800"] It really comes down to the specific game. In his game, there are just so many objects. I'm writing a filter that will try to purge out some objects that might make turn times faster. I don't think that many people play the game with fewer [/quote] This would be amazing, should it work.&nb
Very interesting... I'm interested to hear what you find out, even if it's just simply I made a tweak, but there wasn't any huge impact but I tried..
[quote who="Frogboy" reply="9" id="3775767"] I think the answer is probably to just eliminate map sizes from the main UI and have them be an unsupported option in prefs.ini (enablecrazymaps=1). [/quote] I really wish this wasn't the overall answer, as I love the scale, just hate the impact. [quote who="Frogboy" reply="9" id="3775767"] But you can see the two cores related to sending commands to the GPU. That's a limitation of DirectX 11. The only way
Or is there anything I could do to minimize the # of serialized calls without taking away from the game?
Frogboy, what would you suggest?
So here are additional questions, so for a game that came out in 2015, it was maxing out GPU's & CPU's that were around in 2015 such as my AMD FX 9370 and at that time my Powercolor Radeon R9 270x GPU w/ 1280 Stream Processors 2 GB GPU. Both would typically hit between 80-100% usage. 16 GB memory, would typically max it out give or take system overhead. Now in 2020, Galactic Civilizations III is a Direct X 11 game. Newer hardware, the Ryzen 9 3950x CPU doesn't ev
Thanks @Frogboy here is the link Saved Game
Good Evening All, It's been a while since I've played the game, because I love extreme maps. I got sick of the long turn times once you really got the game going between turn 200-300. I was running an AMD FX 9370 8core/thread cpu w/ 16gb memory Radeon RX 570 Series GPU. Running a standard SSD. Turn time was sitting at 4 minutes 10 seconds. Makes for very slow progress, even if I rush through my turns. So I upgraded. Current Specs is on