DivineWrath

DivineWrath

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

[quote who="AegisWolf78" reply="7" id="3738528"] Also, a lil clarification for us here: Cargo Ships will be just Freighter with a different role or an entire new class of ships? [/quote] I'm under the impression that it'll be something you build at ship yards and send to planets. Convert ship production to a one time boost to social production. Maybe 50 points of ship production converts to 50 points of social production. It could be 100, 200 or some other number of ship

35 Replies 179,927 Views

There is this bug where I can't merge fleets properly. I'm trying to do so while including a command ship. I was playing the crusade expansion. For instance, I have 26 logistics units of ships while having a logistics cap of 24. With the command ship, I should have a cap of 30 (25% more). However, I couldn't merge the fleets when they where both occupying the same tile (using manage). When occupying different tiles, I could not add the fleet that had command ship to the other fleet

0 Replies 6,524 Views

I'm not an expert in this game (I prefer GalCiv 2), but I'm pretty sure you have everything you need to get started with starbase construction. No techs required. You can use the mining ring to get a mining operation started. Economy ring for economy boosts to planets, military ring for military boosts to ships, and culture ring for culture. You can also build a xeno archeology module for precursor relics and ascension crystals. Techs will unlock more modules for your starbases.<br

10 Replies 51,831 Views

Thanks for taking the time to post this. I too think GalCiv 3 pales in comparison to 2. It can be hard find the words needed to explain it. For me, it seems like what the devs developed as features, I find complicates the game in bad ways. I don't like having to manage planetary adjacency bonuses, I don't like tech specializations, and I don't like galactic resources (such as antimatter). I find that adjacency bonuses can sometimes make or break the game. Tech specializations don't

8 Replies 60,049 Views

I'm still a little bitter over the sale of Impulse. I bought many games there. Some just to support Impulse and various game studios. I figured that I would be able to play most of them eventually. Well, that didn't work out. Impulse seems pretty dead now. I can't even install my games from archive.

9 Replies 77,813 Views

I used to use Microsoft Internet Explorer. Then one day it became quite evident that Microsoft hadn't been updating or maintaining IE for quite a while. I moved on to other internet browsers. Now they have the gull to tell me to switch back? No thanks. Edit: I didn't like that they abandoned their software, and I don't trust to them not abandon it again.

12 Replies 76,799 Views

There is a small change I want done. Change the Yor's efficiency center so you can make as many as you want. Without it, its hard to make enough money to do things. Nabbing other civs economy techs becomes a must.

2,020 Replies 6,663,030 Views

If you want influence stuff, you will want to avoid the Yor, Thalans, Drengin, and Korath. Unfortunately, the Yor do have a weak economy. They can't mass produce economy buildings like the other civs can. Buying other civs economy techs is a must. A 100 points for custom races you say? Strange. I'm getting 150 points. Have you tried pressing the reset button?

2 Replies 25,852 Views

Population increases taxes. The base tax rate is the square root of the population (in multiples of billions), so 1 billion is 1, 4 is 2, 9 is 3, and 16 is 4. So increasing population for taxes offers diminishing returns. I find that that tax rates in multiples of 10 greatly increases morale loss. As such, I try to keep my taxes at multiples of 10 -1, so I would use 49% or 59% taxes. I don't know the exact equation that is used for taxes. High populations is

1 Replies 13,183 Views

No. Its first come, first serve. If they're there with a colony ship, they can take whatever unclaimed world they want. It takes 4x the influence to flip a planet. Having dominant influence in an area isn't enough, though its a good start. You could colonize the worlds and then destroy them. I think you completely destroy a world when you do that. You need to click the details button to get to the screen that has the destroy colony button. While nabbing high q

4 Replies 22,993 Views

Alright. I've done plenty of testing. I played a few times as each civ. I think this mod is good. It has about the same feel of v2.04 but with updates and bug fixes. Some comments: -I noticed that the various files had their data reorganized. Much neater than before. -Is there any reason why the output for the initial factory and research buildings for the Thalans were reduced slightly? -Is there a reason why stock markets no longer have influence bonuses? -The

2,020 Replies 6,663,030 Views

Well, I downloaded, unzipped, and hooked up the mod files. My problems occurs when I try to play with either 6-2-1 and 6-2-2. It doesn't matter who I try to play as. I can build civs capital buildings on all my colonies. Maybe there is a problem with the zip file? Have you tried to unzipping it and using the files you get? My GalCiv 2 version is v2.20 from GOG. Edit: Also happens on my Steam version.

2,020 Replies 6,663,030 Views

I've downloaded the latest version (Community Update 6-2-2). There seems to be a bug regarding civ capital and initial colony. I can build the other version on a colony, so colonized worlds can build a civ capital, and the homeworld can build an initial colony. Checking the file, they seem to be missing the following: 0 Adding that code prevents the planet improvement from being a build able structure. Ed

2,020 Replies 6,663,030 Views