Rudeman

Rudeman

Joined Last seen Member # 528857
0 Posts 0 Replies 4,932 Reputation

The last couple of days in my GC3 game, I've run across a bug where, when I attack a ship or a planet with enemy ships, the battles are NOT concluded, even though my ship has won said battle. The result is the enemy ships still flying around the planet I attacked, and my ship is unable to do anything else, not even attack another nearby ship or move. It happens whether I do a quick battle or view the battle. And it doesn't happen all the time - just sometimes. I have to reload a save

0 Replies 11,643 Views

The ship list has been a pain since inception and used to be so frustrating I stopped playing for months on end. Even worse is the fact that you CANNOT keep a ship list in the order you want! You can sort the ship list by name or by moves but as soon as you eject a ship from a fleet, use a constructor to build a base, or lose a ship in battle, the whole darned list gets reborn in a diff

3 Replies 18,645 Views

Galciv 3 is crashing frequently after the 1.71 build. I was about 3/4 of the way through the Terran campaign and the save game crashes on the next turn when the Altarians attack one of my starbases. So I went back to the Arcean campaign, finished the first tier, playing the second, and it crashes again whenever I try to modify a shipyard build. If I don't do this, it seems to be OK. Has anyone actually completed a campaign without crashes? I've played several games on earlier builds w

1 Replies 13,490 Views

[/quote] 2. We can still only sort ships via 3 options All/Core/User in the design and Shipyards. It's 1.4 patch now c'mon Strardock the game shouldn't have been released without more options than this some people have 100's of ships to scroll through to find the right one. Add multiple options (and have it so more than one can be selected at the same time) e.g. hull size, cost, ship role, most damage output etc. Changes like

60 Replies 171,437 Views

Galciv 3 is a great, enjoyable game but there is one thing that needs fixing very badly; i.e. list managing. The way the game manages ship lists and designer lists sucks tremendously and takes away some of the enjoyment of the game. Let me clarify. Why is there not a simple checkbox in the setup screen to NOT display any new ship designs? Part of the fun of the game is in ship designing to optimize all the research you&

0 Replies 4,423 Views

No, I usually have the same stuff on each planet, depending on the specialty tiles. I always have 3 factories, 2 labs, a hospital, farm and then add in other stuff like refineries and income tiles. Now that I've acquired the Manufacturing centers, it's only taking 7 or 8 turns to build a loaded ship. I might test the idea of having one planet closest to the shipyard do nothing but manufacture though. I just buily my first economic starbase yesterday and found out you can upgrade it fo

14 Replies 15,387 Views

why dont you move the shipyard closer to one of the planets ? I' don't think it makes a difference. One of my shipyards is one hex away from my first colony. The other 4 sponsors vary in distance from 14 to about 100 (last isolated colony). There is 0% distance decay on any of them. unless you hav

14 Replies 15,387 Views

OK, I think I've got the logic of that now. I just assumed that the shipyard would be receiving the required colonists from the sponsoring planets (i.e. an intercolony transport system). I always have 5 planets for each shipyard (otherwise it takes too long to build anything). So the planets usually are quite a distance from each shipyard. I guess I'm stuck with building the ships and moving them to the planets to load them up. Thanks for the info. I was presuming that the message was

14 Replies 15,387 Views

Could you just please delete the 'Colony not within range ' check when launching a newly built ship? I can see 20 different planets on the explored map that I can send my ship to but the game just seems to do a range check from the shipyard - not a range check from your furthest colonized planet. So I have to waste time landing the colony ship on a nearby, out-of-the-way planet and loading colonists from there, before proceeding to my destination. If I buil

14 Replies 15,387 Views

That works but it does slow things down a bit. For some reason (I thought maybe the 1.02 patch took a while to kick in), now it hasn't happened again for over 3 days.

7 Replies 35,582 Views

Glad to hear that. For some reason, the fleet moves HAVE showed up faithfully for the last 2 days. Knock on wood. Another couple of minor fixes needed: For the ship listings: 1) With the list of ships on the right, when you click on a ship (whether it's part of a fleet or not) and have a battle with somebody, the list redraws and you have lost your ship position. Galciv 2 left your active ship at the TOP of the list so you could quickly find your pos

7 Replies 35,582 Views

We desperately need a fix to always SHOW fleet moves. The number of moves on your fleet or an enemies fleet randomly disappear and even reloading a save game doesn't make them reappear. The game is practically unplayable without that. The number of moves for individual ships still shows and you can find the enemy fleets' move by clicking on the report tab but to see your own, you have to dissolve your fleet and click on each ship to fin

7 Replies 35,582 Views

If it dropped by 2, that wouldn't be bad. It would still be 9. The thing is: I was playing the same campaign the day before and my speed was OK from one end of the map to the other. I made a few bad research decisions in the campaign and was getting nowhere so I restarted and that's when the speed drop happened. But I will move back to my own space and see if anything changes.

7 Replies 6,216 Views

I just bought the Arnor update this weekend and was enjoying the campaign immensely until I got to the mission where the Galaxy is filled with Yor that I have to eradicate. I have this great Battlecruiser with great weapons and defences but I just found a bug that really irritates me. My race has a speed of +10 and my battlecruiser starts off with a range of 11 moves but after a turn or two, it drops down to the default value of 3 for the race. My survey ship also dropped down to 3 moves for

7 Replies 6,216 Views