[quote who="Voqar" reply="1" id="3208176"] I've seen the upgrades for shards in the city menu before, dunno about for other structures. Notification might be good. Auto upgrading wouldn't be good since the closest city does the building/upgrading and you kind of wanna control when that occurs.[/quote] I think it only shows the upgrade for a resource if the city has swallowed it up  
Pinith
The 'high tower' upgrade for outposts does not increase line of sight. This means resources that come in range once you have high tower are not build-able on unless you walk a unit over to it. Shop is hard to navigate--too many obsolete items
I just checked evade, and it does correctly update (one turn after). I must have seen the regen bug and lumped it in with the city enchantment bug
It seems as though after certain technology points, we can upgrade map resources like mines or shards. However, there is no way to know the resource is upgrade-able unless you happen to click on it. Some possible fixes Notification when a resource is upgrade-able Upgrade options in city build menus Automatic upgrading
Bonuses from enchantments that scale off essence or shards do not update after casting. If I build a scrying pool on a 2-essence city that has Inspiration, Inspiration should update to grant 3 research/season [this is a separate bug] If I get a life shard, regeneration should automatically give more healing. Currently in both cases I would have to dispel and re-cast the spell
I voted 'good'. I definitely keep hitting 'end turn'. Some feedback I hope will help: Load/save bugs. Sometimes when I load an autosave, the game state is inconsistent Units might be missing Some battles may have both happened and not happened (like I somehow move past a mob that attacked me or my heroes have injuries sustained from a game before the save but now I avoid the fight) Amnesia -- I get that injuries a
I built some mercenary camps, but once the unit becomes obsolete they get annoying I can't stop production (Hunters in particular) I cannot raze the structure by clicking on it Cannot raze it from the 'home' city They always produce small groups even when I have better squad+ tech Maybe they could produce slower, larger groups or allow me to combine groups? Since camps have their own l
You can set the formation to be "tight", in case you have certain abilities that work in a smallish radius like shield regen or repel; your ships in a fleet will try and stay closer to each other. Not so good if the enemy has a good aoe though
The regular planets have "militia" that just sit there... they are not controlled by the AI computer player, and he has to fight them as well. The current AI kills these guys very slowly... so even if you build just one capital and a few frigates and go from planet to planet you should be expanding faster than the computer.
It looks like you haven't discovered the research tree yet. Try making the research stations... as TEC they are civil and military... the third column of logistic buildings. This lets you make other ship types, research to higher capital and fleet capacity... basically fix everything.
While it makes sense to be able to scale down infrastructure, should one be able to scale it back up for free again? One possible solution is for one to be able to de-tech the fleet logistic upgrades for little to no cost (but no refund either). That way one can stand a reasonable chance of rebuilding after a big loss... but they will need to rebuild all the infrastructure too. Choosing to remove infrastructure should be a hard decision... the military isn't going to arbitrarily de
[quote]However the terran is the most powerful for combat of the three, it gives an area of effect passive boost to range and accuracy of all surrounding ships, and it has ion bolt which at level 2 can indefinitely delay a retreating capital ship (as long as you have enough antimatter). even at level one it can delay it enough to do serious damage.The vasari one also has some powerful abilities. the abilities on the advant one are the least useful, but it's cost reduction is significant.(we are
I think you are supposed to only research one tree, and not touch the other one. For example, research all civil and no military or vice versa. That or I'm thinking of a different achievement...
Wow, great reference. Would it be possible to add range values? edit: also thought of another thing if it isn't too much bother--stats after upgrades?
Very helpful, thanks a lot. I do have another question. I tried looking for a post about it but couldn't anything comprehensive. Is there some kind of table of which ships have the stated weapon and armor attributes? Finding this out without digging through a bunch of entity files would be really helpful
Very nice tool, very clean UI. Two things I've run into so far: *I'm using two monitors, and when I close then reopen like an edit box, it always appears on my default monitor instead of its last location. This makes it hard to work on my second monitor. *There doesn't appear to be any kind of copy-paste feature. This would really help people reuse parts they created on other maps or allow for symmetry. It seems as though there would need to be some way to select a group
There were a few things in the end of battle summary I tried looking for but couldn't find. Culture stats: How much did you earn, how many planets did you cause to revolt, maybe how much money you made enemy lose from taxes? Achievements: Which ones did you unlock this battle? Which ones are new?
Is there a way to scuttle multiple ships at once? Right now if you select a group of ships and press scuttle, it only toggles it for one ship. I've had to select each individually and queue it...
I think an AI that surrenders when it is totally overmatched could work as well
I think the "modifier" you speak of is the hull size category. Super projects are cumulative I'm pretty sure... I've gotten a couple logistics thingies a couple times, but it was a while ago...
I feel like most advertising is overdone... the only way I see any ad getting me to buy a game is if, say, GalCiv 3 was coming out next month and I didnt know about it until I saw the ad--basically a game I would already be interested in, but wasnt aware of. The time gap where I would want to keep up with sequels, but not read up enough online about them was maybe half a year. I think what would be far more effective, especially in a magazine, would be if the magazine did an article about
could you lose? by allying with everyone, then one of ur allies getting a tech victory? that would suck... but i guess you'd deserve it in a weird sense
u are using the newest patch right? I think that was supposed to be fixed from 1.11, but I havent tested it yet
It would also be nice if renaming could take place from that screen
This really just makes things really really complicated. If, say, I picked extra soldiering or social production for humans, do enslaved humans havethese characteristics? Will there be different base fighting stats like in MoO3? Would they even get the full soldiering bonus from techs(I know I wouldnt fully arm enslaved drengin durin a war). Who takes casualties in subsequent battles? How does their growth work? Does each population have independent growth rates? Ideas like this should re