DivineWrath

DivineWrath

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

In GalCiv 3, fleets don't defend other fleets. I think you get to target the weakest fleet first, but I haven't had many opportunities to test that theory. In general, its a good idea to put transports into fleets that can defend it, and to give transports sensor range and speed to evade hostiles.

3 Replies 24,423 Views

By the way, I intend to be around for GalCiv 4. I want to push hard for features that would make the game good. I don't think I did a good job of that for GalCiv 3. I thought everything was going to be alright if I let the game develop on its own.

21 Replies 142,120 Views

[quote who="Publius of NV" reply="9" id="3795467"]In the latest DLC there's an improvement you can build, one per planet, that gives you 2 admins and some decent adjacency bonuses. It greatly reduces the need to devote citizens to administration. [/quote] I was thinking more along the lines of how legions are made. Pay 5 durantium and 250 construction points to get 1 legion. Maybe admin points should use promethum instead. I don't know about the latest DLC, but in c

21 Replies 142,120 Views

Unfortunately GalCiv 3 is a mixed bag for me. It seemed like every feature added was to turn me off: resources, planet tile adjacency, admin points, mercs, governments, limited ability to build some buildings (why can't a galactic empire build multiple military academies?), and so forth. Then there is the fact that the game changed substantially many times, rendering a lot of what I learned obsolete. Its like a different game that I can't play anymore. Got removed because of a patc

21 Replies 142,120 Views

I find promoting a commander to be a waste of resources. I'd rather have the commander than an admiral. I find having +25% larger fleet to be as helpful (if not more so) than having a +25% bonus to attack and defense. Plus a speed bonus is always helpful. I don't employ very many commanders these days. I try to build a lot of ships, much more than what I could ever hope to fill my commander fleets with. Now a days, I save those citizens for other jobs. [quote who="Falkon

3 Replies 47,073 Views

Try starting a new game. GalCiv 2 saved details like the tech trees and other data to their save files. GalCiv 3 might be doing the same. In that case, then the only way to fix this is to start a new game. The presence (or absence in this case) of planet improvements will travel with the game save file.

3 Replies 13,195 Views

There is a problem with rally points. When I try to use them, I keep getting notified that there are idle ships. This seems to be caused by 2 problems. First is, ships don't tend to make fleets when they move to the same destination. If there are no ships at the destination, they don't seem to realize they can or should join fleets. They need a ship to be there in order to join a fleet, otherwise they go to the same square and idle. Its like "move to destination", and "move to dest

31 Replies 140,380 Views

I discovered that both xeno irrigation and high yield farms use the same picture. This left me confused on multiple occasions because I could not build food distribution centers (the early version of xeno irrigation) on many of my worlds. I only saw a bunch of farms. Left me really confused until I figured it out. This is a problem for Crusade (I know that retribution is a little different so this might not apply).

31 Replies 140,380 Views

Very strange. The tech "beam weapons" bestows a weapon system that needs resources. The equivalent techs for missile and kinetic weapons do not. Not very fair in my eyes. Also, elerium is often rare in my galaxies so this fact would often deny me beam weapons when at that tech level. I tried to go down the kinetic weapon line, but my assault carriers didn't take to them. I'm pretty sure at this point that assault carriers are missile weapons only. Why do planets I conque

31 Replies 140,380 Views

There needs to be some way to stop spending Durantium (and other resources) on planet improvements. There are times where I don't have the resources needed to build better mining modules (to get resources faster) because the darn planet improvements keep taking it all. This bug will also affect troop production, assuming you make an effort to train them. There needs to be a select all button for selecting all ships orbiting a planet. Sometimes I want to control which direction I la

31 Replies 140,380 Views

I mentioned these elsewhere (I think), but I mention them here to make sure they are all accounted for. Import ship designs. There are many instances where you don't have access to all your ship designs. Obsoleting a ship, reloading an earlier save... loading a save from another game... err... I guess that wasn't very many instances. Back to my point, the game normally loads all your ship designs when you start a new game. From there on, there is no way to add ship designs short of

31 Replies 140,380 Views

[quote who="AdamMG" reply="16" id="3789305"]I do not have this experience. No matter what sort of carrier module I use, they become interceptors. And they are sometimes missiles, and sometimes lasers. Never mass drivers. I don't really understand how carriers work, though I do understand how they are "supposed to" work. They are just very, very broken.[/quote] Considering all the changes switching DLC can cause, I suspect that could be it. I'm currentl

31 Replies 140,380 Views

Quick summary: Don't use interceptor drones. They don't upgrade. Both assault fighters and guardian drone will upgrade as you gain tech. Interceptor drones use beam weapons. Assault fighters use missiles. Guardian drones use mass drivers. All 3 seem to have a different design philosophy (like the ratio between weapons and defense).

31 Replies 140,380 Views

Whats the deal with carriers? At first glance, the 'normal' carrier module carries assault fighters and seem OK (at first). Interceptor drones however, seem to use the weakest beam weapons, and will not improve them as you improve your tech. They also seem to use armor techs you don't need to have. Improving beam weapons or armor techs does not have any effect on them. Guardians favors mass drivers and seem to be balanced between defense and attack. Back to carriers and assault fighter, they

31 Replies 140,380 Views

When you load a saved game, how you view a tech tree resets. I find that I have to change the view on the tech tree every time a load a save. Colony ships should not keep a civilization alive. I was playing against an opponent that seemed to have no planets but were still alive. It was a bit confusing because I charted most of the map. Then I remembered that if a civ has a colony ship, then they are not defeated when they lose their last colony. The colony ship in question was one

31 Replies 140,380 Views

[quote who="admiralWillyWilber" reply="4" id="3788855"] Nice to see you back. The game have gotten a lot better. [/quote] Thanks, but I don't expect to stay that long. [quote who="admiralWillyWilber" reply="3" id="3788853"] Ship construction used to go to social if you didnt Sponsor a shipyard. Then a lot of people complained that didnt make sense, so now the production gets wasted if you dont have a shipyard [/quote] Thats a shame.

31 Replies 140,380 Views

This one grinds my gears. Early in the weapons tech, you get to pick a specialization that affects all 3 weapons types. The equivalent set for defenses does not affect all 3 defense types; you get to choose to improve 1 type of defense.

31 Replies 140,380 Views

Orphaned shipyards should be able to be shut down. You shouldn't need to destroy them in order to end your turn. Its a pain to destroy them because a planet was taken and its a pain to build a new one once you take a planet back. Plus they may have some work done on a ship, so you lose that too. An alternative is to unanchor them and move them around until you take the planets back. A follow up with my exploit with tiny ships. Its possible to get fleet with 60+ logistic points mid

31 Replies 140,380 Views

I'm back to playing again. Right now I'm playing crusade v4.0 . Here are some of the bugs I've seen. The game doesn't provide correct population details for transports. When I'm in the ship editor, it says it has a population capacity of 3, but when I build them, I can put up to 5 legions into them. I find that I when I upgrade transports, I get 1 more legion each time. I was able to get more legions than what it was supposed to carry. There doesn't appear to

31 Replies 140,380 Views

GalCiv 2 is one of my favorite games. I stopped playing for a while, but now I'm back playing it. I know that game inside and out. Unfortunately, the latest version of it isn't built to my liking, so I downloaded a mod that tries to stay true to v2.04. Unfortunately, I don't like GalCiv 3 all that much. I was hoping that it would be a better version of GalCiv 2, but for me, it appears to be a mess of features. Some of the features, such as needing admin points to build colony ships

9 Replies 90,209 Views

I prefer Python, largely because I already know it, but I'll give Lua a look. I'm curious as to what kind of games you'll be able to make with Nitros. You've been teasing us with it for years.

4 Replies 74,647 Views

Oh right! This was a problem. I switched 6 months ago. I got a new computer and everything. I figured it would be best to take care of this problem sooner rather than later.

68 Replies 453,962 Views