Maybe should have let us have our beta testing >.>Well I'll start this. So far I've noticed the following bugs. (others feel free to add)1. When making a custom race the "Warrior" trait is listed 2 times2. Set my habitabel planet option to rare (as well as extreme) and there are planets everywhere to colonize.
Is anyone getting flickering when they zoom out fairly far? I'm playing an Insane/Ludicrous map, and when I zoom out, the icons on the planets (for planet type or ships defending) wiggle like bobble heads.
And when I set ship destinations, their paths wiggle like a jump rope. I haven't played in a couple years so I don't know if this was happening pre-Crusade or not.
posted this one steam.... adding it in here for completion sake:
Few things I noticed which makes playing a new game hard for me.1) Civ builder: Great idea and design. But I noticed a few ship templates seem to be missing. Its missing a number of balanced ship (Titan,balanced fighter, etc). If you try to create a new civ and you use the civ builder to add ship templates, you own get TWO (I believe) balanced ships. Also there's only a drone carrier template you can add and it is set as CARGO. But in game its HUGE and Large for carriers.2) If I use an existing race to play. the 'core' ship's weapon placement seems to be wrong. Doing to quick test I used console to do 'unlock'. After that when I look at the ships, I see the titan weapons in double digits only. Looking at it some more it looks like the ship is loaded with LASERS only. Other ships are better, but mostly are mixed with end game weapons like nightmare torpedoes with less powerful weapons like missiles.there are a few other issues here and there, but these two killed my game for now Civ designer is awesome, I hope you can continue to improve on it
Have you tried the opt-in yet? We fixed several stuck turn issues. If its still happening, please submit a ticket and we'll investigate:https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article/View/496/161/general-galactic-civilizations-iii-troubleshooting#Report
I'm not able to repro this. Are you playing off the latest opt-in or live?
This should be fixed in the updated opt-in
Just skimmed the thread, not sure if already posted:
I get a CTD every time I try to delete a previously made ship template. Do other ppl experience this too. If it's a general prob for now we could just delete stuff in Win, not in the game as workaround tho.
In the 1st case it was a custom GC3 template from vanilla copied over to the crusade design folder in my games. Later it also happened with templates saved successfully in Crusade before. Back in Win the Stardock msg box appeared asking to send error stuff, which I did.
The only modded/changed data I use in Crusade so far is changed appearances plus custom civs made using the civ desginer utilizing custom gfx (logos, leaders, BGs)
This crash is fixed in the opt-in
Thx, getting the opt-in.
My game was freezing almost every turn, then I read this and got opt-in (and updated video driver) and now it is "only" freezing once every 10 turns. Better, but far from perfect. I have set auto-save at every turn now because I hate re-doing turns.
how do I know if the Opt-In downloaded or not?
I have noticed some things. Not so critical bugs, but still.
1. Cost of trait 'Fast' was doubled, so Terran Alliance and Altarian Resistance both have -1 available trait points (any other faction has zero). May be it is OK.
2. If there are two same resources on the single planet we can build improvement only on one of them. Actually I have seen this once (two Xanthium Deposits).
Nice job with today's update. However, I'd like point out some bugs that seem to still be present since Crusade's release pertaining to Civilizations' abilities and starter text:
-The Terran and Altarian civilizations still have an illegal number of attribute points. Their "fast" attribute now (in Crusade) consumes two points, yet these races' attribute compositions are still the same as they were in the base game. This results in each of these civilizations to have a net attribute score of -1.
-The Torian starter text (i.e. the text that appears on the screen when you start a game as the Torians), still has an inaccurate "Strengths and Weaknesses" section. This section is supposed to (assuming it needs to be consistent with the other races' starter texts) contain gameplay specific information about the race. However, it still mentions that the Torians have special relations with mercenaries even though the Torians no longer have the Discreet ability. Either this text needs to be changed, or one of the Torians' abilities needs to be replaced with the Discreet ability (personally, I'm all in favor of replacing the Torians' "Ancient" ability with the "Discreet" ability. I'd like this because (1) all the races that come with the game and its DLCs would have different abilities, (2) the Torians are basically advertised with this ability in the Torian campaign, and (3) the Torians are not closely related to the Precursors to my knowledge).
-We can still modify the "Farmers" attribute for Synthetic and Silicon Based civilizations as well as the "Fertile" attribute for just Synthetic civilizations (both Synthetic and Silicon Based civilizations don't care about food produced by farms, and Synthetic civilizations don't care about natural population growth).
-I'm not 100% sure this last one is a bug, but I'll mention it anyway. For the Productive, Clever, and Economical attributes, the currrent bonuses and weaknesses for the four levels are (in descending order) 10%, 5%, -15%, and -30%. The game developers have halved the positive values since the base game but have done nothing with the negative values, so now, the the weaknesses are three time as bad as the strengths are good, which does not seem fair to me. I do not think this was intended.
Edit: the first point was brought up in this discussion while I was writing this post. Sorry for the repeat
For regulard patches, it is done automatically.
For opt-ins, go to your game properties (right-click), betas, select the opt-in you want.
For regulard patches, it is done automatically.For opt-ins, go to your game properties (right-click), betas, select the opt-in you want.
You may need to restart steam after switching to the opt-in
I've noticed that the planetary governor feature is no longer auto-improving a colony when enabled. Did this ability change with the Crusade Expansion Pack DLC?
Since I don't use it, I don't know. But is the issue that it's not building new factories, labs, shopping centers, etc? Or is it that it's not upgrading them? Most building upgrades now require resources (factory upgrade require durantium, for example), so if you don't have the resources they can't be upgraded.
I keep noticing massive expansion from enemy AI, particularly from the Snathi. I even bumped it down to beginner, and I'm playing a custom civ with massive growth, and they still have more colonies than me. Are the Snathi supposed to be this nuts? I'm talking they have 40+ colonies while I have about 35 and the rest have 10-25 colonies.
Brad put a lot of work into the AI in Crusade, trying to make it smarter. The AIs do seem better to me. As for expansion, they are supposed to aggressively expand if they have the expansionist character trait (from the personality page of the civ builder).
It's not building new on empty tiles, or autoselecting a project when there are no tiles to upgrade, which it was doing in version 1.8. It's an increased amount of micromanagement that I'm not overly fond of.
I have the same exact problem, and it just started last night. I verified file integrity 3x in a row and got the same message. The file steam acquired was the same size each time:
13.4 MB. Everything seems fine with the game except for that under planet build menu the building choices have all reverted to the pre-crusade options, like data center or thulium data archive. Actually, it gets a little stranger. I can build things that I don't have any resources for like a promethion reserve. If I load a game I saved before yesterday evening, everything is back to the way it was before last night, with all the regular crusade DLC options in place. The only other strange thing I noticed is when the Stardock application launcher first appears after double-clicking the game shortcut, and there is a block that shows up in the launcher then disappears after a second. It has GC3 emblazoned on it with crusade displayed right beneath it. Under that it says DEV JOURNAL in a stripe of gold. Under that it says Haven Rises, and under that A GALCIV III: CRUSADE AAR. Have you had similar problems, and have you found a fix?
research coordination center is flagged as unavailable in the buildings file.
Omega research center is flagged as an upgrade for the 3rd era building from further down the same tech line. In other words, you have to build a building dependent on a child tech in order to build the Omega.
As a result, researching this tech gives you nothing.
Ok so the latest thing I tried, I deleted all my saved files, I uninstalled the entire game and re-installed it with mercenaries & crusade expansion. I opt-in 2.13 and verified files. And I get message (3 files failed to validate and will be required) . But I still try game by picking onyx since they have espionage ability and quickly place a spy on an enemy building by disabling it and playing a few turns and save it as "TEST". I exit the game and reload and my damn spy disappeared along with the disabling effect and can't use spy anymore!! It's annoying!
I have a feeling that this is on your end, clearly this latest opt-in didn't fix it.
Had an incident last night where I was playing against a custom created civ, and one of the options to trade was a weird string - MainFactionDriveTech or something. Will get a screenshot if I see it again.
Ditto on getting double resources on planets.
Also, I duplicated all the main factions (wanted them to start with Scout ships rather than Survey ships) I found that a) homeworld names changed, and citizens default to human pictures. This in addition to Terrans and Alterians being illegal factions.
I believe I have found a bug in the planet trait definitions:
https://forums.galciv3.com/482987/page/1/#3677778
I have seen these in the current Opt-In (2.140), but I have seen many of them in earlier versions.
1. When a shipyard is built near several planets, the shipyard is automatically sponsored only by the planet that built it. The other planets have to be added manually as sponsors.
2. When a planet is settled near an existing shipyard, it does not automatically sponsor the shipyard. It has to be added manually.
3. When a planet is found by Brindle's Observatory, it IS automatically added as a sponsor if there is an existing shipyard nearby. However, the line showing the connection does not appear. The only way to get the line to appear is to remove and add the planet as a sponsor.
4. The planet given by Brindle's Observatory starts with 10 population. The maximum is 4, so 6 will slowly starve to death.
5. My Privateer cannot attack asteroid mines.
6. The AI will build starbases to mine resources that are already being mined. Perhaps there should be a check just before the starbase is built to see if the resources are still available.
7. In the Stardock Launcher there is a button that allows editing of the prefs.ini file. When Crusade is run to get the Launcher, the button allows editing of the file in the original GalCiv3 directory instead of the Crusade directory.
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