I had this happen once. CTD When i cancelled a constructor for a culture ring module.
jvdouglass
My list of small (in concept at least) QoL additions. * Larger #s in the ship path display, almost have to zoom in to read them most of the time. * Fleet box Current/Max Moves for fleet (or slowest ship in fleet) Manage Button (there when stacked ships, but would make splitting fleets easier if it was there all the time) * A shaded area or outline of the area in which a ship could move this turn (ideally
still happening on 1.71 opt-in save game attached to ticket #MVW-133-36316
Just guessing, but it looks like a precursor world graphic, not an info symbol
Any chance on fixing the auto-idle problems with this? (Automatically-Idle prevents constructor from being ordered from the shipyard, basically functioning like shutdown did)
If a starbase request a constructor from far enough away. The autopilot doesn't work, and the constructor just sits there (and requeues another one). Seems to be related to the can't set a course longer than 500(?) hexes issue. Playing on an Insane map, scattered, (highly) reduced star count. I only have 11 shipyards, so it doesn't have alot of options to pull from. If there isn't a max range on the call constructor, their
I'm guessing after turn 200 or so you'll need something from this list to enjoy 100 factions on insane. http://www.top500.org/list/2015/11/
When constructors upgrage (Deep Root M1 -> M2) the constructor assigned in Sponsor Settings defaults back to basic. Please have it set to the new model. Or have a master assign option someplace (Govern>Commands would work)
Sentry: Wake up on any foreign construct (ship/base) in sensor range. Guard: Wake up on any enemy ship in sensor range (at the end of the turn), so they may be engaged before waking up. Can be a little wonky with new ships from shipyards. Doing either with an trigger in range just wakes up immediately.
Is it Soon yet? [e digicons]:grin:[/e]
The file is (your install location here)\Galactic Civilizations III\DLC\DLC2_MegaEvents\Game\LudicrousSpeed_ScenarioTriggerSetDefs.xml
Most likely another civ beat you to the research victory. Turn off Turn Limit, Technology, and Ascension if you just want to play it out.
Way overpowered. IWIN button levels. The world's are overpowered, but at livable levels.
I like the larger sb radius. You may want to edit Cannot build within 5 tiles of another starbase. in uitext.xml to let people know ingame.
Yes, all dlc installed. Runs fine atm with that file change. The preparedness center (pragmatic points building) needs a serious adj nerf. Getting *way* to much resistance from it.
Crash to desktop with 1.3 on map creation, replaced MapSetupDefs.xml with stock and it works. Seems to be a double entry in the section for black holes chances.
I've seen the same bug. I couldn't cancel projects once started, and I couldn't build shipyards while Capital building upgrades we're available.
I had to reset steam to get the opt-in to work. see https://support.steampowered.com/kb_article.php?ref=3134-TIAL-4638
More ideas for carrier balance * carriers only gain/replace fighters when leaving a shipyard/planet/military starbase, instead of "repairing" each turn * carrier fighters are locked at carrier creation (no free upgrades), upgrading the carrier would upgrade the fighters (with the cost for the fighters included) * fighters damaged in combat follow the repair rules for the carrier they are on. no instant repairs each turn. * Carrier modules should
From what i can tell, Build5 only applies to constructors built after the unlock, not those that exist before. Construction points are fixed at creation.
Either remove the unique from Biosphere Manipulator, or confirm it's WAD (and hosed). From what i recall one of the perks of the alteran tree was access to better teraforming early, as it is they get the shaft.