[quote who="dg551" reply="3" id="3903879"] Hello, I see that MP has now been added to GC4 Supernova. I did create a custom civilization in a single player game. When will custom civilizations be enabled in MP games? Thanks [/quote] not for awhile. There is a lot of synchronization involved for that. But it is on our road map.
Frogboy
Updated. This should go live tomorrow.
Lots of cool stuff going in this weekend. <div class="media-file-card-view css-1yn77bd" data-testid="media-file-card-view" data-test-media-name="https://cdn.s
Yes, there was some copy/paste that shouldn't have made it into the build.
And there's a typo. Thanks for the report! Fixed.
This is fixed in 1.89 Insider build as of Friday night. There was a bug causing the AI to not "see" those planets (fog of war).
Fix is up. See other post. Very annoying!
Fix is up. This was caused by adding new achievements to Steam and the game not having enough room for new achievements. Required a game update. Boo! We actually got a negative review from this. If anyone reading this hasn't reviewed GC4, we'd really appreciate it if you could leave a review. Thanks!
One of Stardock's big challenges has been localizing our games. GalCiv IV has over 180,000 words in it. That's a lot to translate. But that's not really the biggest issue. The biggest issue is that we are constantly adding new text to the game which makes it hard for our linguistics team to keep up. <div class="x_eleme
Didn’t 1.8 add that?
Unfortunately, Stardock has never made a game with a giraffe in it so we will have to assign an artist to make some giraffes to help train the model.
When utilizing Stardock's AlienGPT, one might naturally ponder the question: which animals are the most sought-after choices for building a civilization around? Well, here's the answer. Nearly 40% of users opt for cats, followed by foxes, fish, dogs, snakes, and more. Animal Number of Mentions Percentage
[quote who="Bamdorf" reply="3" id="3903215"] I am tentatively proceeding. I am alarmed that at some point someone will snap their fingers and presto game over. It's like Dr. Strangelove, re doomsday: "why didn't you tell the world?" This type of mechanic is terrible even if you know about it, imo. " [/quote] yea, we’ve removed it. Really bad mechanic.
What happens when you press the turn button in the bottom right?
In practice, kinetic tends to be the strongest because its rate of fire is so good.
[quote who="Surge72" reply="38" id="3902900"] Fantastic news! Though keep in mind if it isn't close to 100% comprehensive, it'll just cause frustration when someone can't find what they were hoping to look up. [/quote] So we should just get rid of it entirely I assume? Because it ain't going to be even close to 100% comprehensive.
Greetings! We are coming to the finish line for GalCiv IV: Supernova! Our once reasonable scope has, of course, exploded over the Summer as we got our hands into making this the best space 4X game we've ever made! The next major BETA update, 1.90 will be focusing on making the game more appealing to a much wider group of people. Galactapedia <a href="htt
Galactapedia coming!
[quote who="SetaX" reply="20" id="3902762"] So after gypsy2299's comment I went to double check the exchange rate and he is right and I was wrong with the pricing all along. I owe you an apology Brad/Frogboy. Yesterday morning, before I wrote my last reply and I went to check the exchange rate and I saw (or I thought I did) on my app 1.77 GBPUSD. I was honestly thinking that all those prices that you posted here was made up or old or something and it just didn't make any sense. That is w
I'm going to start posting a bunch of mods soon so you can see how they work.
Now, for putting things in the mods folder you shouldn't need rebuilddatacheck on for that.
[quote who="Wotan1a" reply="21" id="3902763"] Quoting Frogboy, reply 17 Reminder: You can also turn ON mods in the galciv options area. and then in documents\my games\galciv4\mods drop your change into the ExampleMod\Data\Gameplay (in this example) <br
Reminder: You can also turn ON mods in the galciv options area. and then in documents\my games\galciv4\mods drop your change into the ExampleMod\Data\Gameplay (in this example)
Here is a 50 sector galaxy.
If you really want to go hard core and insane here on map sizes do this: Play a single sector, largest size after having edited StarClusterSizeDefs.xml Change: To be instead say 800. Instead of 90,000 tiles on the current ridiculous sized map it becomes a mind boggling 640,000 tiles. You'll never finish that game but it's pretty breathtaking.