[quote who="RammaStardock" reply="2" id="3892598"] Hello, We are looking into ways to give players more customization options for galaxy creations. But these plans are still being discussed, in the mean time gypsy's answer would best help [/quote] You're right. What I think we need to do: I smove the Civ proximity to the left and put a Stars section
Frogboy
[quote]1. I can't build any farms. I've checked the tech tree but nothing seems to be locked behind research. This is currently a massive problem if playing an organic race for obvious reasons. [/quote] I think it's the cybernetic race trait messing things up. I'm not sure what the right solution is here.
and finally. So +7 move sfor going up this chain. Though you rely mostly on a single planet.
[quote who="PaulLach" reply="6" id="3892408"] Quoting Frogboy, reply 5 SHould be ready by tomorrow. Won't break save games either. I just had a stuck turn under version 1.55.377081 so, if you think you fixed it, you need to keep working on it. [/quote] Can
First one down. Decided to make it +3 instead of +1 and it's a galactic achievement.
Ok just looked into this further. Seems that improvement has been removed. I'm going to make something cool.
[quote quoting="post"] Three techs that Vigilant races get, Interstellar Navigation, Navigation Network, and Navigational Expertise, do nothing. The first says it allows building the Navigation Center achievement, the second says it allows building the Galactic Navigation Network, and the third says it allows building the Galactic Navigators Guild. None of these can be built after researching the tech, at least for user created race that is not the Arceans. [/quote] Ah sound
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[quote who="gypsy2299" reply="4" id="3892007"] Quoting Frogboy, reply 3 I think this will have to wait. It's a bit of an edge case. I'll see what we can do by tomorrow but the options might be to either remove the ability entirely or ask players to pay attention to what they are building a bit better until we c
I think this will have to wait. It's a bit of an edge case. I'll see what we can do by tomorrow but the options might be to either remove the ability entirely or ask players to pay attention to what they are building a bit better until we can make it...er player proof.
v1.55 - Introducing New Features and Major Balance Overhauls Greetings! We're excited to announce the release of GalCiv IV: Supernova v1.55, a significant step forward. This update brings a collection of new features, key balance changes, and improvements that will transform your intergalactic adventures. Here are some of the highlights: Gameplay Overhaul : Expect a major rew
[quote who="PaulLach" reply="11" id="3891737"] Quoting Frogboy, reply 10 There are also various anomalies that will give you a survey module. While that used to be true, I have not found an anomaly under 1.55.376713.1 that gives a survey ship or a constructor. They may be still out
We're going to have a new Insider's Branch probably on Tuesday. Thought I'd give you guys a sneak peek on some of the things in it that we did during the weekend (we're NOT addicted to the game, we swear!). Visual display of ship hull sizes modified to make it easier to view them in battle Renamed Explorers ability to Voyagers Fixed the ability to acutlaly for realsies give a +2 moves, +2 sensors HIvemind
[quote who="scifi1950" reply="4" id="3891741"] Quoting Frogboy, reply 3 We have identified the problem and we might have a solution ready by Tuesday. But it's a really weird issue. For some reason, AI civs are sometimes not able to get their ship out of their shipyard. Fantas
Trait Benefits Status Self-Determinism +3 new leaders Done Private Property Rights All planets get +1 Orbital Improvement Slots, Unlocks Entrepreneur
There are a lot of ways to get more flag ships. For instance, most of the hero ships (commanders) can survey anomalies. There are also various anomalies that will give you a survey module.
We have identified the problem and we might have a solution ready by Tuesday. But it's a really weird issue. For some reason, AI civs are sometimes not able to get their ship out of their shipyard.
So just a few thoughts: I am thinking we should move hard counter stuff into the special mods area. This would require a lot of tech tree changes but I think it's time to do that. I just don't think Point Defense is worthy of having its own called out stat on every UI. When I designed some of this stuff I was a lot younger and dumber. Well, younger. And when it comes to warfare, whether we are talking Bronze age or Space Age, there are really only 3 thi
[quote who="scifi1950" reply="4" id="3891320"] Well, you sure made picking traits a tougher decision by upping the base cost and then upping the cost or remaining picks dramatically with each new pick. I think it would help if you added culture points to the info at the top of the main screen and let us see how they're accumulating as with Control and Wealth. [/quote] The UI feedback on this screen is a train wreck. We need a lot more information on it. I
Great post. I'll forward this.
The Insider builds usually hit about a week before the general public release. To use the Insider build you just go to Steam and choose that branch: