[quote who="pshaw" reply="3" id="3621658"] That's odd... you definitely should be able to fight those pirates. Did you happen to upgrade any ships along the way? [/quote] Nope. The fleet I tried to attack them with was the semi-uber fleet you start with.
Trifler500
I started playing the Mercenaries standalone scenario and I believe I've encountered a bug. After a while I ran into a pirate base. I figured I'd better blow it up, but when my fleet arrived, I found I couldn't attack it. After many tries, I decided that maybe the pirates aren't enemies in this scenario. However, a number of turns later, a fleet of five tiny pirate ships destroyed one of my ships. So then I tried attacking their fleet, but I couldn't attack that either. Th
Also the Knight design's description says it has a "Thulium Hull Reinforcement", but it should say "Durantium Hull Reinforcement".
Currently there's no way to do it in the game. I think a lot of us are hoping they'll add the ability to create and choose a design to use in the future. You might be able to edit the XML to do it though according to this: https://forums.galciv3.com/465767/page/1/#3551839 .
I just don't see any reason not to fix something simple like this. If it was hard or time consuming then I'd be more inclined to try to ignore it, but it's very simple.
[quote who="Franco fx" reply="2" id="3571897"] Why not just obsolete? It bothers me as well, so I just design my own and mark that one as obsolete.. [/quote] When I obsolete an automatically generated ship, it just generates a new one again the next time I research a technology. So, that doesn't help. Besides, it's a super easy thing for them to fix.
The Survey ship has the same problem.
Please add symmetry to the Transport Module on the automatically generated Transport ship. Ditto for the engines on the Colony and Constructor ships. This is for Terrans if that makes a difference. Currently these designs have a module on one side and nothing on the other side and it's annoying to see while playing.
I found three typos with the ships you start the campaign with: First, eject a ship from the fleet so it's by itself. Then select it and click on Details. Select the Components tab. - "Universal Displacement Filed" should be "Universal Displacement Field" - "Universal Integrity Filed" should be "Universal Integrity Field" - Hover the cursor over "Universal Displacement Filed" and the tooltip has "shop" where it should say "ship". In a
[quote]IMO, Legendary Heroes is a natural progression in that trend. Would I have cut encumbrance? Probably not. But I'm the guy who made Galactic Civilizations which is fully of opaque game mechanics (like the approval rating in that game, holy cow is that insane). [/quote] Unfortunately the removal of encumbrance (and without some other system to replace it) completely ruined my enjoyment of the game. I spent countless hours experimenting with (since I had to fi
Well, I've played around some with the game now that encumbrance is gone. I really tried to like it, but it really all seems pointlessly simplistic now. There's no reason not to just have one armor piece and that's it, like every other game out there. There's nothing to tweak (and I love to tweak designs). I can't trade a piece of armor for less of an initiative penalty, nor is there a new system to allow similar tweaking. We should have a system that encourages us to try
I really liked the encumbrance system. It really made me think about my unit designs and how to optimize them and avoid unnecessary initiative loss. The only thing I would have changed with it is to break it into more chunks rather than just having Light (no effect), Medium (-2), and Heavy (-4).
I liked the encumbrance system! What I would do is put it back and divide it into ten equal segments. Then, make the first two segments have no penalty, the last segment have double penalty, and all of the segments in between have x1 penalty.
The dual-wielding axes are bad-ass, but I also really liked those 2H swords and hammers. Isn't there a way to leave them in and allow us to choose eligible weapons for upgrades (weapons not selected would never be used by that unit when upgrading)? For example, I'm designing a unit as normal, but instead of the Upgrade option at the end of each row of a certain weapon type, there's just one button. Selecting it makes all weapons my faction can ever unlock appear, with the ones I d
Another thing that I've been thinking about is that the early summons aren't worth anything later in the game, so those ability points are essentially wasted. So after reading the posts in this thread, I'm thinking something like this might work: - The further right you go in the Summon tree, the stronger the summoned creatures are. - Early summoned creatures (left side) are small and get physically larger as you move towards the right side.
Happens to me as well. I do not think it has to do with memory. It happens more often when I start a new game without restarting the game, or loading a save from a different faction without restarting the game. I have a Radeon 6870 video card with 1GB of memory.
[quote]In addition, are you implying that all criminals are mentally ill (this is not a challenge, but I really would like to hear your thoughts on this)?[/quote] Well, every single one of the mass-shootings going back to Columbine were perpetrated by people with a history of mental illness.
I like the idea of the Governor path, but I tend to be hesitant to use it because a Champion parked in a city doesn't gain experience. If there was some mechanism that provided xp based on the amount of benefit provided to a city I'd be more inclined to use it. Just something I thought I'd share after watching this video.
Really would love it if the game would save unit designs in a sub-folder for each nation (i.e. Altar units in an Altar folder). Then we wouldn't have to prefix our names.
When I complete a map in the campaign, and it continues in a new area, I find that it doesn't load the units I designed earlier in the campaign. I'm guessing it isn't looking in the Units folder. As a result, I have to delete the units I created in the Units folder and then create them again.
It would really make it a lot easier to keep our unit designs organized if you could please make the game save each faction's units in their own sub-folder. For example, Tarthan units would go in FallenEnchantress\Units\Tartha. These sub-folders should be created automatically with the first custom unit design the player creates for that faction. That way, it can handle custom factions too.
bump for .0982
[quote who="Kongdej" reply="7" id="3242717"] Quoting Trifler500, reply 6If the units remain as they are then I would prefer a mod that simply removes all of the default unit designs except the Pioneers. Poor AI players... Sincerely ~ Kongdej[/quote] Just for the player. lol
Thanks. Hopefully SD will notice this. If the units remain as they are then I would prefer a mod that simply removes all of the default unit designs except the Pioneers.
It would really make it a lot easier to keep our unit designs organized if you could please make the game save each faction's units in their own sub-folder. For example, Tarthan units would go in FallenEnchantress\Units\Tartha. These sub-folders should be created automatically with the first custom unit design the player creates for that faction. That way, it can handle custom factions too.