Philocthetes

Philocthetes

Joined Member # 712145
11 Posts 1,945 Replies 2,353 Reputation

[quote who="jabberjaws" reply="24" id="3745588"]Instead of helping us guard our territories as I wished with mines or other , we are now more vulnerable to invasion than ever .. absurd[/quote] Doesn't seem all that different to me. Once things start getting feisty on the map, I start rolling out sensor pickets. Lining hyperlanes with them shouldn't be too tough unless you go crazy with the things. Mines would be fun, though.

32 Replies 165,240 Views

I'm soon going to have the first hyperlane booster tech. Is there any chance that the speed boost is limited to civs with the tech, or better yet the owning civ?

32 Replies 165,240 Views

[quote who="Rhonin_the_wizard" reply="2" id="3745437"]Have you tried verifying integrity of game files?[/quote] Thanks for the quick response. I'm updating now and will post again if that doesn't do the trick.

6 Replies 39,260 Views

[quote quoting="post"] I've had several weird Notifications from anomalies getting searched. One reads "Survey - WeaponKeyModule_Name" I think I've seen a couple of variations, but I'm looking at the Nth one that made me think to type up about it. [/quote] [Update] DataKeyTech_Name

6 Replies 39,260 Views

I've had several weird Notifications from anomalies getting searched. One reads "Survey - WeaponKeyModule_Name" I think I've seen a couple of variations, but I'm looking at the Nth one that made me think to type up about it.

6 Replies 39,260 Views

[quote who="Publius of NV" reply="6" id="3744436"]And avoid black holes.[/quote] As often as I have to tell people to "read the screen/manual/sheet-in-your-face," I had to learn this the hard way. My rig can finally hold up a Ludicrous map, though, so that little detour isn't a big deal on a really long lane.

32 Replies 165,240 Views

So the patch did fix much of the tech tree confusion for Synthetics, but it still does not allow them to use Extreme Colonization. I have a lovely Corrosive world in a good spot, but somehow TPTB are refusing to let me deploy ceramometallic exoskeletons for the colonists.

6 Replies 19,401 Views

[quote who="rap33042" reply="19" id="3742149"]Somebody forgot to fix the God-awful planetary auto-upgrade button. I still have to untick that option on every new planet! Arghhh! Please give us a global option in settings; those who want it on can have it that way. And I can disable it everywhere because I hate it :-)[/quote] Agreed. The Civilization panel has room for a whole tab that could hold some global options for colonies and choice-techs, e.g. Precursor Mysteries. I often like

51 Replies 319,381 Views

I am playing the 3.6/2019-03-14 patch and the problem seems to remain. I'm playing a custom Synthetic species, can see Environmental Engineering as a search result in the tree but not in the tree itself. I burned quite a bit of trade goods and cash before I figured out that buying the techs gained me nothing. [Correction] I thought I was on 3.6 because I just bought Retribution from GOG. But apparently the patch is not rolled out to them yet. Might anyone know when 3.6 will b

6 Replies 19,401 Views

[quote who="Island Dog" reply="6" id="3724582"]The betas have ended in anticipation of the launch.[/quote] Hi I.D., You might want to find someone who can poke GOG and let them know about this. I just launched the fleet battles chunk a bit ago. I was looking for the other beta 'chapters' mentioned elsewhere, which I never saw on GOG. Some other post I forgot to quote makes me think the GOG beta offerings stopped at fleet battles, but maybe I just missed them and it shr

8 Replies 21,491 Views

I don't know how many since first-Windows Gal Civ folks like me are still around, but I've bought almost all the GC3 DLC. And I avoid Steam whenever I can on account of the noxious gases emitted by the mobs. The best thing about the GC series is that the devs, even when experiencing a moment of "somewhat tumultuous design history," are engaged directly with people on these boards. Brad et al can be quite tenacious when sticking to design choices, but they also have regularly

25 Replies 172,056 Views

[quote who="implodinggoat" reply="13" id="3703464"]We've been asking to let us choose where the capital goes forever and it doesn't happen. [/quote] I know, I've seen the requests now and then for over a decade[e digicons]X|[/e] But I've also seen that the devs/managers have some mystical tipping point that when triggered yields the results 'you/me' want. One of my favorites from GC2 was the advent of the turn-count alternative to the Week of thing. I'm no coder

30 Replies 172,041 Views

[quote who="implodinggoat" reply="8" id="3703262"]Will you please make the colony and civ capitals into spaces that we can build on? Like the tile bonuses (caverns, wild grain etc) are?[/quote] If this means 'let us choose Colony Central as part of colonization procedure,' I would really like to see that. I'd settle for yet another AI tweak that would eliminate the painfully common Stupidest Spot Imaginable choices that have been reliable through every version of GalCiv I've

30 Replies 172,041 Views

Through all the GC versions, I've mostly avoided conquest wins in favor of diplo, tech, or ascension. Lately, I've been trying out the aggressive side of the tracks, and I finally destroyed the Drengin for the first time. When I did that, all of their assets (ships, yards, bases) disappeared from the map. Every other time I've destroyed a faction, their assets have turned over to me or an AI or gone pirate. So the disappearing thing was startling. Next turn, it was followed up by a ve

1 Replies 5,689 Views

Maybe this is a corruption in my current game file. I've tried again with both a re-load and a full restart and load, also with and without bombardment. The target is Kona, and this is the first game where I've experimented with beginner/easy AIs as 'minors.' Naturally, I chose those original-planet-of-the-apes lookin' rotters for the experiment and they seem so stupid that they don't grok cities. The game is past turn 260 and nary a one on their three puny worlds. So this isn

1 Replies 8,062 Views

[quote who="AegisWolf78" reply="4" id="3698651"]...I mean, they don't expand (nor by colonizing neither by war)...[/quote] Even in Crusade they do occasionally colonize a neighboring world. Very occasionally. And maybe it's more often on the larger maps? (I tend to play Immense these days.) Turning them off and adding some low-brow AIs does sound like an interesting thing to try sometime, although I suspect that the main thing that would do would be to provide slightly larger

9 Replies 43,770 Views

Hrm. I wouldn't call that a nerf, given that I never saw them try to mess with me or an AI. They do still have that small chance of colonizing another world or two, so they seem more like candy now. I guess I'll just turn them off next game. p.s. Is "Frogbody" some sort of inside joke, or just a typo?

9 Replies 43,770 Views