Yes, that appears to be it. The age mechanics has no reason for being other than game balance. At this time, I support it. If you give new players too many options, you might get many that find something that they could do that could be really powerful if pulled off, but they would make the mistake of not covering what they need to survive that long. Think trying to min/max but getting it wrong. The age system is a brick wall, one that will at least force the player to make one or more other
DivineWrath
Thanks. This extract has spared me the better part of an hour (which might be why I have watched so few dev streams).
The problem that I have is that you need to be involved in every step of the process to build up a starbase. You need your planet building ships, you need those ships to be constructors, you have to add to the queue each constructor you want 1 unit at a time, you then have to make sure they reach the starbase, and then you have to choose which modules to add to the starbase. The tools that you do get is the ability to use rally points, and the ability to add multiple constructor modules to a
When I first saw projects back in the alpha, I thought that they were a tool to shift spending, not as a tool to direct manufacturing to some other goal. Run out of planet improvements to build? Then use a project to shift production to research. Research some techs required to upgrade your planet improvements, then the project is put to the end of the list and the planet starts building once more. I was disappointed later when I started checking the numbers and they weren't adding up.<br
I liked the tax slider too. It gave me a single slider to work with to balance my budget. However, I keep many of my planets using different spending rates, so trying to adjust things globally will wreck many worlds. I have to adjust them 1 planet at a time until I get a balance. There are some good long term solutions, but some times you need something now, but don't want to worry about the trouble in getting it done.
@ thenewteddy So what you're saying is that instead of picking some combination of weapons and defense and use that for a standard for your whole fleet, you want 9 ships in a fleet, 1 for each combination type you listed? I don't think that would work well. In GalCiv 2, it was possible for the opposing force to determine what would be easy kills. Range, accuracy, or formation wasn't a factor, as any ship could target any opposing ship without difficulty. Each
I was thinking of holding off on critiquing the removal the assembly project until I tried this alternative where we do without it. However, I agree with peregrine23. Removing the assembly project and replacing it the fast assembly half-project isn't the answer. What I think we really need is some mechanism to be notified when a planet is finished assembling its population, and/or the means to put a project after the assembly project so we don't waste production. If the pop
The Paladin would be reasonably effective as the balanced approach shifts 2/3rds of the weapons and defenses into other types. You are ensured that at least 2/3rds of your weapons, and 1/3 of your defense is effective against what your opponent has. In addition, the square root of the off-type defenses would apply to defense. However, a Paladin would lose its effectiveness if pitted against another Paladin, as it would be facing off against a similar build so it wouldn't have a
How cute! :grin: He is worried that this might be a bad idea. Seriously though. It is a good idea. A great many GalCiv 2 vets would swear by this. In GalCiv 2, you roll your attack and roll your defense. For instance, if you had an attack of 100, you could get a number ranging from 100 to 0; the result would be the damage you would do to the enemy ship (after defenses reduce damage). Likewise, for every attack against you, you would roll your defense, and then you would subtract th
You pointed me to that link a few days ago in a different thread. I finished reading it before writing my above post. Thanks for the link though. I plan to make use of it soon.
Most of the species in the game are human like for various reasons stated in the game's lore. I don't have links handy, nor do I intend make a long post (I'm not up to it today), so please just accept that humans are what most species biologically evolve to become like (some are more human like than others). It is unlikely that the different intelligent species in the galaxy would develop flashing colors for communication (or other exotic communication organs) when spea
First off, production is a used term for something else in this game. You seem to be using that word every time you should be saying manufacturing. Production is what you split to get manufacturing, research, or economics. Not trying to be a pain, it just confused me a first. The governor window for planets will probably get a fix at some point. I think the devs have said something about that in one of their dev streams. I too have problems with micromanagement. I could
Some info for this kind of stuff would be handy. If I see something like a research capital, I tend to assume that it is one per civ thing because that is how it was back in GalCiv 2. However, when I did something different and played as the Drengin, I found out that the black market is one per planet thing instead of being part of an alternate form of markets that focused on being corruption instead fair competition.
I'm sorry. Did I misread your post? I've been reading a lot the past few days, so I might be a little tired. I know that I was trying to answer a question for someone just recently, who asked if they needed medium hulls and survey modules to get a survey ship.
There is a difference between ship designs and ship blueprints. When you design your own ships, you are making designs. These designs are very precise, such as 5 harpoon missiles, 2 ion drives, 3 life support, 1 sensor, etc. They do not update unless you update them by making a new design. Obsoleting those designs is also your job. It is a very hands on, manual way of doing things. A ship blueprint however, takes a more meta view of what it means to be a certain kind of
Survey ships are the only class of ships that the AI ship designer will consistently design ships with survey modules in mind. If you want some other kind of ship to be equipped with survey modules, you are going to have to build that design yourself. Its been asked a few times for the ability for players to design their own class of ships, much like how rangers, troop transports, or survey ships are their own class. For instance, a survey ship is medium hull with a survey mo
I hadn't noticed. The UP in its current state annoys me so much that I keep it off. I'll try to remember to turn it back on to check it out. That said, I often find that the AI's influence tends to be much stronger than what it should be. I have on many occasions, found that I have to go out of my to attack the AIs because their influence threatens my colonies. However, not long after, my recently conquered colonies are threatened by foreign influence, and taking them h
1. In GalCiv 2, you could activate the guard command by pressing 'g', or automate a ship by pressing 'a' (what it does depends on the equipment, a survey ship might go out an survey). There were many other ,keyboard shortcuts, the complete list is here: https://www.galciv.wikia.com/wiki/Keyboard_shortcuts 3. You can not use upgrade to change the hull size of ships. It was like that in the previous game, GalCiv 2. In GalCiv 3, a survey ship is a medium hull, whi
I submitted some save files for the influence bugs, and some instruction on how to encounter the bugs. I took care to make sure that the bugs can be reproduced in no more than 12 turns. The ticket number is: #JHW-661-98717 It should cover: -Influence warping in weird ways so that strips of foreign influence will cover your planets. -Recently conquered planets not producing enough influence to push back another civilization's influence so they don't cult
My bad. It seems that I missed the part about it being unreleased. I wasted time trying to verify my installation.
Well now the devs are asking for saves that show this problem, so keep reporting this problem until you see it no more.
For influence bugs, would beta 4 saves be useful, or do you want beta 4 patch 1 saves? I may not have such saves ready to go, but I do have some old game saves that will likely get such problems. It would be easy to save them after the influence problems show up.
The image doesn't show correctly on the forums, but I'm able to click on it and get to show correctly in a new tab. Anyways, yeah, the starbase UI could use work. Your suggestion would show you every local thing (that is not a ship) that could potentially be affect by the starbase. Something like that could be helpful when starting out, so you could decide how to specialize. Something that I would like is to be able to see (from the starbase screen) is a small ma
Influence warping in weird ways is a known problem, but thanks for reporting it anyways.
Hmm... I've played GalCiv 2 so much that I already know what the logistics numbers for ship sizes are. I hadn't considered that it might not be known by someone else. The only problem that I got with them is that they call the hull sizes by different names, so a large ship is capital (it is the only one that I know at the time). Anyways, the logistics values: Tiny - 2 Small - 3 Medium - 5 Large - 7 Huge - 10 Cargo - 6 (it is the only one differ