This one had more than 40 pirate shipyards appear in it. The shipyards were slow to build ships, and the pirate ships stayed fairly close to the shipyards. The ships I had that were destroyed had ended their turn very close or next to a pirate ship. The asteroid mine was close to where a pirate base had spawned. The pirate ships don't cause much trouble, otherwise. <
Badbonez
[quote quoting="post"] In my current game I no longer need administrators as I can just trade with the AI, select all of their Colony Ships, Frigates etc and then just swap them for a tech or two. I guess this must be an oversight, seems pretty game breaking! Am I missing something or is it better to just trade for your ship needs? [/quote] Yeah, they should make it so that if you do trade for a colony or survey ship it charges you an admin point - and
[quote who="Old-Spider" reply="10" id="3677994"] I have seen pirate ships. There are always 1 or 2 pirate snipers all by themselves somewhere in the galaxy when a game is started. They are hard to see when they are all alone, but I have always found them when I use the console and fow or fowtrans. They don't do anything when I encounter them in the game, and I have no idea why they are even there. The pirate shipyards seem to spawn when there is a message fro
[quote who="Publius of NV" reply="7" id="3677947"] Those strange red icons on the shipyards indicate that you need to spy on them to see what they are building. You can spy on other factions, but I don't know how you can spy on pirates. And the Precursor anomalies are back with 2.1.4, but I still haven't seen any ship graveyards. [/quote] I was in 'god' mode. If you look at the pictures you will see I was looking at their production from within their o
I'm guessing their is a bug - it would be nice if Stardock would look into this. Here are some illustrations: 1) I have pirates set to rare - I have waaaaaay to many pirate shipyards in this game: 2) I entered god mod and looked at the shipyard, and yes! They are building something!
Did you add more planets as sponsors to that shipyard? And as an example from my game, I am in turn 133 and my planet has about 54 ship production and a med ship takes 5 turns. If I add more sponsors, I can get it down to 3 turns.
This is 121 turns into the game, note all the anomalies to the right...and I had them set to occasional as well but the AI didn't get any of them. I thought maybe because they never built a survey ship because other races seemed to have cleared their area.
[quote who="nokmirt" reply="1" id="3677865"] I have noticed the same. They need to make them more fearsome in the early game. [/quote] More fearsome? I haven't seen one, so any level of fearsome would be an improvement, lol. Or I guess set them to 'none' in the settings because their shipyards are taking up space. And I always thought pirates should be towards mid-game when the econ starts to roll because that's when they would come out of the wood
There was a lot of criticism about the previous version of the game where the AI didn't expand at all, or very slowly. That made the AI look really dumb. Now it does expand pretty aggressively. I don't mind the AI rapid expansion because I use about half the number of suggested players per map so there's more room to grow. Also, the AI does use administrators, I have enabled the console command and use the 'fow' and 'god' commands to watch the AI pla
Quality of life improvements do seem to be at the bottom of the patch list. I mean, how did this get through beta? Just move the resources maybe 200 pixels to the left (maybe 400 pixels) and it won't block anything!
[quote who="pshaw" reply="2" id="3677650"] Quoting Badbonez, reply 1 <ul style="color: #ffffff; font-size: 14px; background-color: #000000
Decommissioned ships refund their administration points and legions. That's cool. Any chance we will get a numeric indicator on the technology progress bar?
I'm playing on normal difficulty and have run into 4 or 5 pirate shipyards, but I have yet to see a pirate vessel. My colony ships cruise past them, they wave, the pirates wave back, and they keep moving on their trajectory. Is this normal difficulty behavior or are they broken? Anyone else have this issue?
It is unfortunate that the DLC model of game sales has essentially eliminated the need to fix things. Developers no longer patch games to 'fix' things, because they know the consumer will only pay if they add new content. So the philosophy seems to be; ignore the bugs and just add new content because that brings in revenue. Free patches do not bring in more revenue. I agree that ship design should be a bit more free form and would like to see that patched i
[quote who="Publius of NV" reply="5" id="3677552"] It's in the center of the screen. It's hard to miss, so unless you got a lot of pop-ups at once, and quickly clicked through them without reading each one, you probably haven't seen it yet. [/quote] Sorry - I edited my post before I saw your reply. I played a couple turns and I saw the results. Thanks for the response!
OK, just saw the results. You can find the Treasure Hunting ship in your ship list and see where it is going, when it gets there it pops-up a display of a number of credits earned.
After the Crusade update I noticed a build item in my Shipyard called "Treasure Hunt" the description being" "Subsidizes a private venture to an unknown places to find and collect valuable artifacts." I've built this a couple times and there has been no messages, no new ships launched and nothing reported found. There are a couple other missions listed as well that cost some resource or another. How does this work? Will I get some sort of message of the status of these hunt
[quote who="admiralWillyWilber" reply="25" id="3677389"] Quoting Badbonez, reply 20 The frustrating thing is that there is no comment by the devs on why it is this way, was it designed intentionally to aggravate the players? Or is the ability to see the planet before deciding so game breaking that they won't let it h
[quote who="FreedomFighterEx" reply="1" id="3677336"] Star, planet, habitable planet, and extreme planet affect each other in sequence order but planet, habitable planet, and extreme planet compliment each other. More star mean more chance that you will have more planet in total. More planet mean you will encounter a star system that has planets instead of just lone star with nothing, and having more of them. However, these planets are Dead Planet (Class 0) which will be upgra
In the galaxy settings, how do the frequency settings work? Are they additive? For instance, if you have set the planets to common and you get 100 planets, will it then add the habitable planets for a total of 120? Or does the number of planets remain constant and you still have 100 planets but maybe 20 are habitable? And as a follow-up question: If you have set planets rare and habitable planets rare, do you get more habitable planets if you set stars to abund
[quote who="Frogboy" reply="3" id="3677318"] I assume you two believe that the Civilization series, that never has more than say 5 techs to choose from, lacks meaningful choices? Pairing the tech tree from a dozen and a half to say 9 techs at a given moment doesn't strike me as a huge nerf. YMV. [/quote] Well, that's a 50% reduction from "a dozen and a half" (18), to 9. That is statistically significant in any statistical method you wish to employ. &nbs
They weren't opponents, AngryJoe was playing and Brad was back-seat driving. It is apparent that AngryJoe never played GalCiv3 before that stream so how his ramblings got so much weight in the patches is mind-boggling.
The frustrating thing is that there is no comment by the devs on why it is this way, was it designed intentionally to aggravate the players? Or is the ability to see the planet before deciding so game breaking that they won't let it happen? I watched the AngryJoe twitch stream and even HE mentioned that he cannot make an informed decision (and I don't think he's ever played the game before that stream). Brad just nodded and smiled without comment...
Yeah, some interesting ideas. But the wall of words hurts this old geek's eyes. Can you break it up please?
[quote who="Voqar" reply="4" id="3677021"] I find this thread ridiculous. One start and complaining? Do 100 and if they're all equally off to you, then maybe. [/quote] This is just an example, I have 650 hours in GalCiv3 so it's not just one start. And no, it doesn't always happen, but it happens waaay to often. But maybe you like the close starts? Can you tell me what is the appeal?