guilamonster

guilamonster

Joined Member # 3698349
0 Posts 0 Replies 233 Reputation

Yea, my second play thought I found that out. Just for kicks to see if I could I turned off all conditions EXCEPT Ascension and then set it to generate no Ascension nodes. :) They probably need to link those two a little closer.

5 Replies 33,654 Views

[quote who="Gilmoy" reply="1" id="3518114"] 1. When staring at the tech newsbot, click "Tech Tree" in the extreme lower left. It shows you the tech tree like a (draggable) wall poster. [/quote] Thank you, that is a lot better for long term planning. Time for round 2.

5 Replies 33,654 Views

After the recent Beta release I finally decided to try out GalCiv 3 to see if it was playable. Here are my thoughts, impressions and bug reports: Things I like in this version: Ideology versus alignment Colonization Events tweaking attributes (Ideaology and planet) is a nice touch Nebula/Blackhole for "terrain" I like the "load" mechanism of colony ships. Thought, race ability to % increase that? "Adjace

5 Replies 33,654 Views

If they do not go for this idea then they at least leave the grain/matierial/essence in place of a destroyed city so that future cities can be built in place of it. It seems that right now all resources that fall in a cities (but not an outpost's) ZOC are lost for future building even if the city is razed by monsters.

7 Replies 2,827 Views

This bug still apears to be in 0.952. I have the same situation. Everything cleared except for some troll layers and one flooded graveyard locked since "my faction can not use" and I can not raze.

15 Replies 46,248 Views

I think I have gotten up to 6 with one once, but it was with a very late game hero. Usually I expect my late game heros to hit around a 3 or 4 with them. Other than that 1s do seem to be all they hit. That makes them good for times when there is nothing better to do, but not much else.

8 Replies 6,596 Views

The more I play the more it goes back and forth: The first tiny improvement pushed the border back. Now that I have continues to build further into the wildland the town is half in half out with the border in its original spot. I wonder what will happen when one of the inhabitants of that wildland notice. More bugs I

2 Replies 3,427 Views

One of the things that has been a nuisance finally turned into a bug today. From the image below you can see my territory (in pink) has surrounded another faction's outpost (highlighted). Since outposts that fall completely into your territory still remain the possession of their creator my units can not travel through them, but my archers are trying their hardest to follow the road that goes right through that outpost. They sit there and run and run and run

2 Replies 3,427 Views

[quote who="Stupidity10" reply="26" id="3093192"]passes historically were gaurded, something we cant do with the guard command[/quote] Passes were also choke points. You can currently hold choke points (either actual passes or land bridges) with a single stack or a single outpost. What you seem to want with a series of 3x3 zone of control is not something like a fort at the pass but more akin to the Great Wall of China.

35 Replies 18,157 Views

I was going to report a bug in 0.86 but it looks like it is covered by this thread. I spot checked some of these and all the ones I checked still existed in 0.86.

34 Replies 12,764 Views

I am not sure if the AI being stupid or not counts as a bug or a suggestion. In tactical combat the enemy AI is taking its time casting "Web" on my range units rather than the melee units bearing down on it. In this particular case my range units are also the ones with the weakest spell resistances which might be why it is favoring them (ranged were normal archerers and one hero with a spell staff equipped; melee were all heros). It seems that for some spells like th

4 Replies 4,361 Views

I have the same issue with cast time in spell casting. For an area of affect spell I would much rather do a spell like Shockwave (everyone around me and instant). The turns spent preparing that spell I would much rather spend getting into the mix and could cause just as much damage with a combination of melee and single unit spells. As for your ideas on flank, units in tactical battles don't really have a "direction" set though their animation shows one.

12 Replies 9,584 Views

next available unit is "TAB". Still looking for a complete list of commands, though some are shown in tool tips and others I have guessed at from other Stardoc games.

10 Replies 61,954 Views

One turn I got three diplomatic messages from the only surviving faction I had contact with (Capitar?), in this order (ad libing the messages): - Pay us gold to survive. (I declined) - Would you like to make a trade agreement (I accepted and had to pay a small amount of gold to balance it in their eyes) - Prepare to die! (Long war ensued) It seems that if a faction is considering war it should not also be considering trad

0 Replies 1,694 Views

I think this is a problem with mounted heros. It is not just sweap. Most of the special moves when mounted take more than 30 seconds. Defend is another that has the same issue. There are also a lot of graphical issues when mounted. Try casting grow on one of your mounted heros.

3 Replies 2,074 Views

I have also had random monster spawns related to quests in unreachable places. Here is a save game with four examples: AutoSave.EleSav Note the two "Enemies in my territory" are stuck in a lake and on top of a mountain. There are two not in my territory in the foothills and on the coast in unreachable/border tiles as well. If I re

2 Replies 1,806 Views