[quote who="sdRohan" reply="57" id="3741675"] Quoting Peter Ebbesen, reply 56 (And before anybody asks, the swap file is under Windows 10s control which sets it to 16 MB, same size as my physical memory, and Steam cloud synchronization is disabled.) Why are you manually setting your swap size
Peter Ebbesen
Save files provided in the proper bug thread. Sorry if I came across as excessively grumpy in my post above, but, right now and for another day or two, that's how I feel about the whole situation after having anticipated spending a few hours a day for a week or so mastering a new game in my copious spare time and being sidetracking into bughunting instead, something I have plenty of opportunities to do elsewhere. That feeling too shall pass. Good luck, pshaw.
As per this post: https://forums.stardock.com/493605/page/1/#3741547 Here are two files produced yesterday by GC3/Crusade in a medium galaxy with default settings, PC, Steam, latest version 3.4. https://www.dropbox.com/s/zixgciblngcyi5k/loadtime_shenanigans.rar?dl=0 And here's the DXDiag: https://www.dropbox.com/sh/tcf3jcv0zvsklvb/AACwdVgyvQxebhAf3JC7z9GJa?dl=0 (And before anybody asks, th
[quote who="Hosttage" reply="3" id="3741522"] https://forums.galciv3.com/490829/page/3/#3741514 Thanks Paul for your answer. There is the link, it is an active Post and has been visited for thousands GC III players, I wrote a partial solution but not a real one solution to the true problem. [/quote] Tell me about it. Taking a hiatus from Stellaris due to its current incompetent AI a
One of the nastier side effects of the split general/specialization trees currently is that there's very little incentive to split the few perks gained from levelups over the trees; Realistically your faction leader channeler is likely to end up levels 9-12 by the end of the game unless he's engaged in a lot of combat on a huge map or invest heavily in the XP perks (in which case he also needs to gain significantly more levels to reach the same number of perks invested in anything els
[quote who="tjashen" reply="13" id="3345048"] 3)More XP's awarded overall (another way to accomplish what 2 does, the +1 XP per turn idea has been discussed in other threads). [/quote] Let's just say that the "no XP without combat makes using a hero as administrator pretty much meaningless except for the base unrest reduction" and "25% chance for 1XP/turn for heroes in the faction specific adventurers guild is pretty much irrelevant given the xp requirements to gain
Must say I've been positively impressed by a default Procipinee investing perks in the mage class (obviously) and then pure summons - down to lightbringer and then onwards on the line to earth and grave elementals, only picking up a single non-summon perk (knowledge) as the first perk after getting the lightbringer. Those +2 levels on top of the perk level boosts and (eventually) shard boosts really add up, giving you a very powerful army compared to what the AI fields all the way until t
It is good that player units don't use abilities that cost mana during autoresolved combat since, if it did cost mana, we'd all use manual resolution of combat in the vast majority of fights to avoid using mana..... but is is just silly if the AI for neutrals/independents don't use their magic in auto-combat.
There's a minimum distance allowed between settlements, and tile yields are only shown for tiles that: Have tile yields that allow settlement. Are at least this minimum distance from all other settlements in the game. Thus, when you settle your capital (or any other settlement for that matter), the tile yields nearby are no longer displayed as the locations are no longer valid for settlement. Razing a settlement destroys tile
[quote who="Dhuran" reply="52" id="3238790"] - Magic System I'm waiting for a game to blow my mind with a truly unique and deep magic system with elements of research, risk vs. reward (backfires, using too much power), insane interactivity with other systems (multiple emergent uses for single spells), more interactive interfacing than just click button cast spell. [/quote] Play the sleeper hit, Dominions III: The Awakening, Illwinter Game Design's 2006
While I really wanted this game to meet the expectations of earlier fantasy strategy games, the current implementation, while vastly better than was the mess that was EWOM (but then, that wasn't fit for release), just leaves me cold in so many ways, which caused me to rate it poor. I fully expect the polishing over the last bit of the beta towards release to bump it up to the mediocre category, but that is all. The problem is, while there are a lot of mechanics that I quite like (
[quote who="GFireflyE" reply="24" id="3232938"] First, how are you getting lush, colonizing, empires???? Every game I've started in 0.98 has given me 0-2 city locations with 0-2 essence at only the first location. It's badlands stretched as far as the eye can see from then on out. Toss in the increased early game build queue times, and the game is now BORING.[/quote] Is this also the case when you choose TEMPERATE or MOUNTAINOUS worlds?
[quote quoting="post"] What is this pioneer spam people whine about? (v0.95 to 0.952) 1. The land is in shambles and 99% of it is ineligible for colonization. The limit on my city building is that I can't find a valid spot to build not the time it takes to spam pioneers. [/quote] This is because of your terrain setting when generating the world and pretty much always happens when you choose to generate desert worlds, and often when you choose ravaged, swam
Unlike other city enchants (that update the effect after an essence upgrade), the Sovereign's Call enchant on a city does not get updated when the amount of essence in the city increases (scrying pool, oracle upgrade) and needs to be dispelled and recast. Hopefully this minor bug gets cleaned up in the next release, assuming they are keeping the spell in the first place.
This remains bugged in 0.952, you still get a +3 materials in the display-section "resources" (where e.g. metals from mines are shown) rather than adding them to the city's material's value. The result being that Deorcnysse has exactly 0 production, making it a thoroughly worthless city, that must be razed as soon as possible.
Just let every single unit and hero slowly accumulate experience for merely existing, like it is done in the Civ4: Fall From Heaven 2 mod, and let Path of the Governor heroes gain double this background XP/turn when stationed in a city. Suddenly a PotG hero benefits the player if he actually does what his name suggests and he gets better at it by doing it. Let the adventurers' guild likewise double the background XP/turn gain of heroes stationed in a city with the guild (stacking
[quote who="enoeraew37" reply="10" id="3162528"]Awesome! I was looking for these! The game should tell you what each path unlocks so you can make an educated choice. What file were they hidden in?[/quote] Hidden? They are plain text in the core data set. Specifically, /data/English/CoreAbilities.xml
[quote who="Schob13" reply="7" id="3162292"]I do not know if they changed it in 0915 but in 0914 i remember administrater 2 giving - 10 percent on unit construction and admin 3 giving -10% on unit construction and -10% on gold production (Thats what it said in the popup though I think the later is a bug)[/quote] Admin2 is -10% construction cost, -10% unit training time Admin3 is -10% construction cost, -10% unit training time, +10% gildar other cor
[quote who="Andrew Meronek" reply="26" id="3110991"]I think that the length of tactical combat is about right. Especially when multiplayer gets really rumbling, people won't want to wait that long in-between turns while two people duke it out on some battlefield. [/quote] But if the alternative is ultra short battles where who gets the first hit in counts the most, is that really a preferable alternative? Will that really feel like a better multiplayer experience than one whe
I think the simplest way of addressing many of the level issues is to let all units and heroes accumulate a certain base amount of XP every turn automatically. Think of it as passive training: while combat is the harshest teacher and grants the survivors the most xp, everybody is constantly practicing outside combat. This would also make "path of the governor" heroes actually useful from the start rather than being deadweight taking XP from combat heroes in order to be useful stuck in
[quote quoting="post"] I have the ability to cast Fireball, but have yet to actually use it as the combat is over before it has been cast. I can understand some spells on the main map taking more than 1 turn to cast, but during combat they should be immediate or close to it. [/quote] Okay, you have identified an issue: Combat is usually over before the spell has been cast. You jump to the conclusion that to remedy this, spells should have shorte
[quote who="Uncle11" reply="24" id="3072119"]While we're on the topic of AI player behavior: would it be possible to get the AI to stop violating my territorial boundaries without a declaration of war? It's bad enough having a faction plant a flag in the middle of 5 of my cities. But when pioneers stroll through the outpost I purposely built at a geographic chokepoint, then I start getting miffed. Who's manning these outposts anyway? Gomer Pyle?[/quote] That's what dip
Lots of bear mauling in my 0.77. I haven't tried with the berserker axe.
The potential for state corruption in a game not designed from the ground up with such diff-loading but having it bolted on late in development boggles the mind. There are solid reasons that most games flush most or all of their data structures that are dependent on player information before loading a game.
I must agree.