Oh, by the way, this problem was fixed not too long ago. You can now change the settings so that empires surrender all planets instead of destroying them. This is disabled by default, so you will need to poke around in the game options.
DivineWrath
I have a small request. Disable the ability of colony ships to keep an empire alive when an empire has no colonies. Its really annoying. You can't find colony ships as easily as colonized planets. The only reason I think colony ships can do this is because it was needed to make the tutorials and campaigns to work. At least that is what I remember.
Oh. I forgot that pirates are a thing. Are we supposed to be without weapons when pirates are chasing your colony ships and constructors?
I would always rush buy the shipyard first turn. I wouldn't dare imagine starting without one. Glad to have it back as default. I will miss having weapons at start. Combat ships is my default thing to autobuild when I ran out of colonizable planets and resources to nab.
New feature. Really. The GalCiv 3 devs thought that eliminating most planets an empire had would save on micromanagement. They got a lot of complaints so they added old style surrendering as an option (which is turned off as a default). Is old style the right word? Older styles of surrendering transfered starbases and ships to another empire. Destroyed empires left starbases and shipyards behind as pirate property.
From my experience, the planets destroyed don't exist anymore. No planet, no asteroids, just nothing.
While you could do auto-resolve, I find that it gets results that are significantly worse than what you could get if you fought the battle yourself. On a related thought, fighting the battles yourself might not mix well on large maps, especially the insane ones. Bigger maps would mean more fleets, which in turn mean more battles, which then will slow turns down to a crawl. I think it'll make any game a real chore to play, or the game will have do something like limit map sizes to p
[quote who="SchismNavigator" reply="5" id="3759449"]How would you guys feel about turn based combat though? [/quote] I wouldn't like it. I don't like when 2 different games get merged together. Usually. In this case, turn based battle using ships and managing a galactic empire can be separate games. The reason why I dislike it when games get merged is because I might feel like playing one game, but not another. A merged game will make you play both games when I might want to o
I might be alone here, but I think many of the features added in GalCiv 3 should be dropped when making GalCiv 4. I don't like planetary adjacency bonuses. I don't like resources. I don't like forming a monarchy government only to drop it for something else in 26 turns. I don't like how mass building warships become the dominant strategy. I build a starport and other stuff on every planet, so I get a lot ship production and warships. I often play civs that don't get much alternatives. I don't
What tech age you on? I took a look at the tech and found it is an age of ascension tech. You can't research stuff that is beyond your current tech age. Age of ascension is really late into the game. You can see your current tech position at the bottom of the tech screen.
I think you should put the game difficulty controls in the victory status screen. You could change the difficulty while changing victory conditions. I think it would be a better home there. As for ship names having names other than ship class, I don't like this. It make it harder to figure out a ship's class.
I would say this online community back in 2006. GalCiv 2 forums to be specific. This was after I made an account to update my game. I absorbed just about everything thing there was to know about Galciv 2. Then I got involved.
A hypergate can use its connection to connect to only 1 other hypergate, but any number of other hypergates can connect to a given hypergate.
I've accepted the fact that this game isn't going to be perfect. I prefer to stay away from fancy resource consuming weapons. Just stick to what I can mass produce. There just isn't enough antimatter to meet my needs anyways.
We could really use some way to train admin points much like how we can train new legions. Sometimes we don't get the resources we need to promote an administrator to free up room for new administrators.
OK. Thanks. I was just playing some different games recently and had a different experience. I didn't need to hold shift or anything else to select multiple ships. I thought that GalCiv 3 would benefit from a simplier UI. Could you also include ctlr+a for selecting all ships?
OK. I changed the title of the thread from please fix to please improve... That should annoy less people.
Well, the game doesn't seem to use it right. Shift+click when used with files will not only select both files, but it will also select all files in between. Ctrl+click is what you use for selecting multiple individual files 1 at a time. As for 'fixing' it, I figured that it would be easier to remove 'the feature' than to make it work right. As for the title, what would you recommend? Sometimes I have trouble with naming threads.
For some reason, you have to have to hold shift in order to select multiple ships. This happens when you try to select multiple ships in a fleet in open space, orbiting a planet, or managing fleets. I'm not sure how many players will think of using shift to select multiple ships, but I think it would be better if you didn't have to. I don't think you should have to learn a trick to do something that basic. The game should allow you select multiple ships by just clicking the ships.
I've played these campaigns. I'm not a big fan of them either. That said, it did do something good for me in the Dread Lords campaign. I figured out how to beat the Dread Lords. Mind you, I thought I had to take their planet in one of the early missions. Turns out the map was turned 45 degrees counter clockwise, not clockwise. I was a little confused as to why, after taking the Dread Lord world, I hadn't won yet.
I don't think you can update or upgrade the commander ship. You're stuck with what you got.
You know what, scratch undo with starbases. If I had to pick one, then I want managing fleets to work better. I want to be able to trade ships between fleets like you could in galciv 2. I want ships heading to a rally point to work better. If you have a lot of ships heading to rally point, some of those ships will not join a fleet.
Some feedback. I've been using fleets of tiny ships for a long while now. I don't have much incentive to go bigger. Tiny hulls give me the most weapons per point of logistics, and they have no maintenance. I really am not getting the incentive to go big like I did in GalCiv 2. I'm not getting that much more space each time I go up a hull size, and many ship components get bigger the larger the ship hull is. In fact, I would argue that I lose space when I go with big hull
Heres one. Allow us to undo starbase module selection if you are building them. Sometimes I might accidentally pick the wrong starbase ring module and get an economic starbase instead of a mining. Real waste of admin points. An undo button would have been very handy.
I got my copy before I saw your post. :) Thanks anyways. :)