DivineWrath

DivineWrath

Joined Last seen Member # 2500482
46 Posts 622 Replies 2,136 Reputation

[quote who="Frogboy" reply="5" id="3801906"] Quoting DivineWrath, reply 4 I've been working on a document that has a lot of my ideas written down. I'll go compile and organize it, then post it later. I'd love to check that out! [/quote] Here we go. <a href="https://w

142 Replies 914,295 Views

I think GalCiv 3 is a big mess. I hope it can be all fixed, but I have my doubts. I think development has gone in the wrong direction for too long. I think the UI has been overlooked. It looks pretty but often it times takes a lot of work to do stuff. For instance, I can't change the repeat ship in my shipyards quickly. When you have dozens and dozens of shipyards, you have to go through them all one at a time if you want them all repeat building the newest ships. Upgrading ships i

142 Replies 914,295 Views

You can buy a copy of GalCiv 3 on the steam store (or on GOG, or epic game store). If you are looking for GalCiv 4, well, it hasn't been officially announced yet. https://store.steampowered.com/app/226860/Galactic_Civilizations_III/ I don't know what you mean about registering. I haven't registered anything, but I can still play the game.

9 Replies 90,209 Views

Admin points are among my most hated feature of this game. It limits my ability to colonize planets and build starbases. I don't even use hypergates because they cost admin points. My first 4 citizen are administrators (sometimes I use more) to ensure that I have enough admin points to build the colony ships and constructors I need for a decent empire. So to my point, is there any mods that get rid of admin points? I want things to feel more natural like they did in back in GalCiv

2 Replies 36,883 Views

[quote] And despite all of the above, my Huge carrier design full of nothing but High Capacity Carrier Modules spawns Beam fighters for some arcane, unknowable reason. How does this make sense?![/quote] Did you unlock the neutral ideology trait "Watchful" (Vigilant 5)? That provides escort ships to defend your ships while they are in your zone of control. These escort ships are interceptors, and you get 1 per ship you have. Very effective if you make a

22 Replies 175,257 Views

Maybe I said it wrong. No, technically the 'lost' legion gets moved to the transport when built, but if you cancel the transport before its finished, you won't get that legion back. As for upgrading, you can over stuff a transport with legions by repeatedly upgrading it. Each time you upgrade a transport to a transport, a legion is consumed in the process, and then when the upgrading is finished, it gets added to the pool of legions the ship carries, even if that pushes it past the

23 Replies 170,459 Views

You can scrap individual ships by selecting them and pressing the delete key. You can scrap fleets by selecting a fleet, click details, then click decommission. You don't get resources back when you scrap ships, starbases, or planet improvements. Heck, I even tried upgrading ships; the resources are not refunded nor used used as credit for the upgrade. You also don't get legions back when you scrap transports. In fact, you lose 1 legion every time you add a transport to a shipyard

23 Replies 170,459 Views

[quote who="Linklite" reply="10" id="3799532"] Quoting DivineWrath, reply 8 An income of a few hundred per turn allows you to do some upgrading of starbases and building mines on asteroids. Later its easy to have a few thousands per turn. I usually find that this takes care of itself after your population grows and you conquer some pl

23 Replies 170,459 Views

I can't think of anything you could do to get rid of those updates, except for maybe do a full uninstall and reinstall. Might I suggest that you use Libre Office instead? Its free (but you can donate), its handy, it handles Microsoft Office files, and it doesn't update unless you allow it.

1 Replies 32,806 Views

[quote who="Ascaloth" reply="3" id="3799393"] Quoting DivineWrath, reply 1 For fighters, I find that assault use missile, interceptors use beam, and guardians use kinetic. Well, I've had others tell me different from their experiences. So really, who knows at this point.[/quote] May

22 Replies 175,257 Views

I don't have much experience with reddit. I don't go there often. However, I did see a migration from a forum to discord. It was a problem not helped by when the devs discontinued support for the forum and made an official discord channel. It was the forum for a TTRPG called Eclipse Phase. Here is a link if you are interested in taking a look: https://eclipsephase.com/forum I think a forum needs both a communit

24 Replies 260,847 Views

3. Negative treasury inflicts penalties to production. Its a -50% mod to research, social production, and ship production. This is after all other calculations, so it will hit you hard. Don't let it to reach that point. Raise taxes if you must. Be careful with rush buying and stuff. You start with a lot of money, so try to hold on to it until you got a basic economy going. An income of a few hundred per turn allows you to do some upgrading of starbases and building mines on asteroi

23 Replies 170,459 Views

For fighters, I find that assault use missile, interceptors use beam, and guardians use kinetic. I happen to think that each carrier type should have a high capacity version. I think similar modules should be available at the same time (basic first, high capacity later). I'm not sure if ship roles comes into play much. I favor overwhelming firepower to crush my foes quickly. Beam weapons has a flaw as the tier 2 version does not have a no-resource-cost version

22 Replies 175,257 Views

The devs sell the game as a package deal. Base game + Crusade + Retribution. I don't quite remember why at the moment. I've looked at the DLC you can buy, and it seems that neither Mercs or Intrigue come with the package deal. So no mercs or black market. Arceans and Torians are also unlocked by having Crusade, so its not just Mercs. 1. I would recommend playing as the Terrans or Refuge for your first play through. 2. I generally build large fleets of tiny hulls. 40

23 Replies 170,459 Views

Update. I don't think I'd knew enough about ship roles. I'm learning about them just recently. I assumed that the different fighters types were fighters that used different kinds of weapons. I'm not really sure why they unlocked by different techs. I suppose that doesn't change a whole lot. You can make your own ships that fill whatever roles you want. I can assign the interceptor role to a huge ship. I can assign capital to a tiny hull. So I don't think ship role aught to matter m

54 Replies 248,797 Views

Open the Epic game launcher. On the left bottom side, you should see settings. Open it. Then scroll down until you see a list of games installed. Open the one for Galactic Civilizations 3. Tick the box beside additional command line arguments. It then should then open a text box. Add '-cheat' (without quotes) into the text box. That should be it. To use in game, start a new game (this does not work anywhere except the main map), then press the '~' key just above the tab key. If you

4 Replies 56,098 Views

I did some testing with ship modules that increase the speed of a fleet. I found that I could use any combination I wanted and it would all stack. If I used 6 ships that increase fleet speed by 2, then putting them in the same fleet increased their speed by 12. I also could put different tiers of modules on the same ship (put a +2 and a +4 on the same ship). The only limit I saw was that I could only put 1 of each module on the same ship. Overall, I think this bug is a wide open ex

9 Replies 10,446 Views

[quote who="DerekPaxton" reply="21" id="3797342"] Quoting DivineWrath, reply 19 My document is more or less done. I could add more to it, but then I might not get it out this month. <a href="https://www.dropbox.com/scl/fi/yg5gazcm7l04ch9fzhb0a/GalCiv-3-bugs-and-wanted-features-v4.01.1.odt?dl=0&rlkey=tymezbin

54 Replies 248,797 Views