Thanks for the replies. -I had filled a mining starbase with as many ships as I could for defense. I then queued upgrades for that starbase. When constructors showed up to do upgrades, it told me that the starbase had too many ships. I found that I had to move my defense ships before I could get upgrades. I would have liked to get the upgrades with needing to move my ships. -Is there any way to tell the ship designer to favor 1 defense type over another? The ships seem to use
DivineWrath
-When taking back a planet using planet invasion, it would be nice if the planet would return to being a sponsor of shipyard. Right now you have edit sponsors for a shipyard. -Ships auto eject from shipyard when built. You can't store them for later. You have to deal with them before you can end your turn. -Too many things in the planet build queue. I have to scroll around a bit to get the entertainment centers. -Ship paths don't show details well. Green should be used
This will be a list of problems that I have with GalCiv 3. For a while, I've been finding it difficult to put into words reasons why I don't like this game. Instead of waiting for my writers block to pass, I'll be posting stuff that I think could be improved. They are in no particular order. I'll be posting as I think of them. -I can't upgrade ships easily. When I want to upgrade ships in a fleet, I have to do it one at a time. The ships break away from the flee
I wanted a game that brought GalCiv 2 the modern era. Better graphics, more memory, new game engine, bug fixes that never got in, etc. Unfortunately it seems that the sequel isn't it. Crusade even less so. Is there any hope for GalCiv 2 remake? Sorry for being a buzzkill. I just can't seem to get into GalCiv 3.
I don't like the idea of administrators limiting the number of starbases you can build. I may not have played this game as much as others, but my experience has shown me that spamming constructors and starbases is a good way to fall behind on military ship construction. Shouldn't this and starbase maintenance be factors that limit how many starbases you build?
[quote who="Publius of NV" reply="29" id="3658207"]There's a mod available that allows you to research all specializations.[/quote] I'll go look for it then. Thanks!
I have my own gripes about this game. It just enjoy it like I did in GalCiv 2. A few months ago, I played more GalCiv 2 than I've ever played of GalCiv 3. The magic GalCiv 3 should have isn't there. I feel that the gameplay that I should be enjoying is stuck behind features that I don't like and features that slow the game down. I don't like planet improvement adjacency bonuses. I think it gives planets too much attention in the game. I'm a player that likes to
Yes, in game. I want to be able to turn on/off content. For instance, I can turn off the United Planets (base game feature) by setting its frequency to none, but I can't turn off merc ships (DLC feature).
For the record, I play the GOG version of GalCiv 3. I'm wondering if there is an easy way to disable DLC features? I don't see any way to do this when starting a new game. I might want to have the mercs DLC installed for the Torians and Arceans, but not want mercenary ships. Or maybe I want precursor worlds disabled for a game or two. The only thing I know that works is to uninstall specific DLC. So if I don't want precursor worlds or merc ships, I have to un
[quote who="Maiden666" reply="1894" id="3655393"] Quoting DivineWrath, reply 1887 A suggestion that I thought up long ago (before v2-04), is that maybe mining and factory modules should get their own spot on the tech tree. Instead of tying them to factory techs, you could advance them independently. Mind you, I thought of this back wh
By the way, I'm not sure what happened with Gaunathor. I wasn't paying much attention, so it seemed like he rage quit rather suddenly. I hope he is doing well and feeling better. If there anything that I do to help welcome him back, I'll be happy to try.
So far the latest update works fine. No major problems. There doesn't appear to be any bonuses for the orbital terraformer now. I don't need it to be planet quality bonus, but I would like it to have something beyond magically terraforming all tiles. The bonus could be a morale or population growth bonus. It is not very useful once there are no more tiles to terraform, so its kinda wastes a tile unless it gives a bonus of some kind. I don't like the fac
I can't say I like all the changes. I find the "placement matters" for planet improvements to be game ruining for me. It added more work for a part of the game that I want to skip over quickly. Back in GalCiv 2, I cared about what a planet could do (starport for ships, counter espionage to block spies), and how well it did things (4 factories, 2 labs, 1 farm). Never how it looked or how it fit together. I could have played planet improvements GalCiv 1 style. I only cared about the numbers
I've played about 2 games thus far of the recent patch. Here are some of my thoughts: The tech tree feels like it takes longer to research and that some buildings take longer to build. This is in contrast to v2-20. Not sure if this was the intended goal so I'm just mentioning it. A lot of the tech tree, at least for the Terrans whom I've been playing as, looks a lot like the TA v2.04 tech tree. I was surprised to find that the starbase module "star
[quote who="Gaunathor" reply="1873" id="3654137"] That's most likely because the tech didn't exist in v2.20. It got added in the update. The Terran .raceconfigxml file from your previous playthrough won't have it as a starting tech. In order to fix that, you'd need to either remove the file from your My Docs folder, or click the Clear button when you set up the Terrans for the next game. The same goes for any other .raceconfigxml files you have from previous playthroughs.
[quote who="Gaunathor" reply="1870" id="3654060"] The progression of the size modifier of the life support modules is now 5%, 6%, 7%, 8%, 10%, instead of 5% for all modules. I'd still like to get some feedback on the LS changes. Did they make you want to research more advanced modules, or are you still staying with the basic one? If you are researching more advanced ones, is there any point where you stop, or are you going all the way to the Ultimate Support module? [/quote]<br
I did a quick peak at the newest version. Excellent timing on release as I had recently finished my previous game. By the way, are the zip files supposed to be named the same as previous zip files? My first game is as the Terrans. A quick glance at the tech tree, and it feels a lot like the old tree. How they are arranged and stuff. However, some techs aren't fused together as a group. Some of the order is different than what I remember. You might want to take a look at that.<b
[quote who="Maiden666" reply="1850" id="3652826"] @ DivineWrath - basically all items you mention have already been adressed in some of the 6.1.2 revs. Just get the latest and see if you like the solutions.[/quote] I guess I'm going to have to play the latest version after all.
[quote who="Gaunathor" reply="1847" id="3652656"] I made a second (and third) pass on the Drenging and Korath manufacturing-boosters. The result is okay-ish, but could use another look. I originally wanted to keep the total bonuses the same, but that didn't work out. It made the Aul Incinerator simply too strong (as I mentioned before, I don't want it to encroach on the 50% bonus of the Molecular Fabricator). So I ended up reducing the bonus. The Drengin now end with +70% (instea
I played some more v2-20. Here are some of my thoughts. I'm a bit surprised at how powerful military starbases now are. They still aren't useful as a long term weapon, but they are proving to be helpful early in the game. One module improve weapons by 3 points (1 per weapon type), and the other improves defenses by 3 (1 per defense type). This increase makes them useful for buffing up my military early in the game. Lets me put off weapons research until a little bit later.
I'll go poke around the latest files and see what I can learn. Do you want me to be well read up on the changes before commenting further? Maybe I'll make starbases my first pet project. They haven't got very much love as this game was developed. Though, I don't know how much they can be fixed. They didn't exactly get much in terms of improvements so I don't have much to work with.
Hmm... I suppose I could start off making some comments regarding the changes I noticed for v2-20. From what I've seen, someone has tried to fix the tech tree in ways that it wasn't done in v2-04. There were flaws that a veteran would notice after playing long enough. For instance, some starbase modules required techs that weren't on a civs tech tree. Everyone used to get them back in DL/DA, but in TA everyone started getting unique tech trees and some important weapon
Hello. I'm not sure if I have the time for this, but I'm wondering if I can help? I'm a veteran of this game series, so maybe some of my feed back might be useful. Ask me anything and I'll see what I can answer. A warning though, I feel a bit rusty right as I haven't played for a while. I've been playing some GalCiv 2 v2-20 recently. I've played a dozen games as the Terrans, and I got a few games as the Drengin played.
I don't know what to say either. I never met any dreadnoughts. How long does it take you to do stuff? A dreadnought might happen if you give the AI time to build up their base. If you meet dreadnoughts, you are going to need many Nemesis cruisers (anti-dreadnought cruisers) to take it out. I redid the mission to check my time. I was able to start work on my second base before 10 minutes in and managed to to destroy their base before 30 minutes. Most of that army came from 1 fri
I'm finding that armies are not as good as I would have hopped that they were. I want to like armies, but there are number of problems that seem to make managing them a pain. 1. Dead armies still request units to be built. Not long ago, I quit a game where I lost control over some of my factories. You see, my factories were still building cruisers for armies long destroyed, or destroyed beyond the point of usefulness. It got so bad that my armies were composed of dreadnoughts a