DivineWrath

DivineWrath

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

Most terraforming techs are for increasing the PQ of your worlds. However, beta 4 has introduced some techs along the terraforming path for improving your ability to colonize extreme worlds. I've only played as the Yor for beta 4, so I don't actually it is true for other civs.

28 Replies 84,302 Views

They would be using the starter beam weapons. We don't have the means to change what fighters use right now. I did make a post on carriers, showing the results of my tests. Other people have posted their results as well. https://forums.galciv3.com/460722/page/1/#3518704

3 Replies 3,746 Views

Omg. They're more than meets the eye. By the way, how programmable are the blocks in the ship editor? I haven't played much with it since the game designs reasonably good ships for me. That said, this might be enough to tempt me to go play with things. It would be fun to have ships that could have 3 transformations, or choose a form based upon what it needs. Edit: You know what, if our options are limited at the time of this game's release, I might

1 Replies 8,390 Views

The shipyard is sorted by combat hull first, hull size second. So tiny on top to huge on bottom. Cargo hulls are even further down since they are not combat ships. After that, it is more alphabetical, with constructors being above transports. Ship designer, I think it is all alphabetical (I don't go there much). I know that is different because I can't find the ships that I'm looking for when I want to redesign the AI designed ships. If I go look for a medium hull missi

4 Replies 4,071 Views

Back in the GalCiv 2 original release, players would often design fancy ships, but then they would add advanced weapons to them. The fancy weapons added to the techs needed to unlock the ship in later games when they started over, so the cool ship designs would be unavailable until they researched the same techs needed to build the originals. To solve this problem, players started saving fancy ship designs without any components, so the only prerequisite would the be techs needed for the hull

9 Replies 7,985 Views

I got it too at one point. It was a class 0 planet. I was surprised when I saw it. However, after saving and reloading the game, I lost it. It sorta became a class 0 that looked like I colonized it, except I couldn't get the colony screen. It unfortunately didn't have the resource it once provided. The description of the video event said something about improving sensors. I wonder what they'll be tied with.

11 Replies 22,679 Views

Hmm... Maybe if we went with drones instead of fighters, we could down size the ships that the carriers spawn. Less hit points, less room for weapons and defenses, make them faster... I have noticed that these is room set aside on the tech trees for cloaking technology. Maybe cloaking technology should be the bane of carriers. If you don't know if the enemy is coming, then you can't deploy fighters before the battle begins. The carriers would then have to survive assault wh

74 Replies 277,053 Views

[quote] Not sure if it is the same as #25, but I found that when the AI send a freighter to me it takes one of my trade routes away. Example, I have 1 trade route available, I send a freighter to another planet. while it is on the way, another AI lands a freighter on one of my worlds. When my freighter arrives, I get the error that i have no more trade routes available. I have a save game file available if needed to support a trouble ticket. [/quote] <br

98 Replies 231,993 Views

There have been worlds that would crash if I did stuff with them, or even just looked at them funny. I tried to figure out why it was doing that, but I couldn't figure it out to my satisfaction (to figure out how to make it crash 100% of the time). If the common problem is that they are barren worlds, then that helps a great deal. I just checked and those worlds that were giving me grief are indeed the barren type.

8 Replies 23,787 Views

They're probably referring to something that you could do back in GalCiv 2. Back in one of the patches, they added a starbase module that could be used to repair 20 hit points (you could use it as many times as you needed to). I haven't seen such a module for GalCiv 3, so this might not be an option (unless the devs add one).

10 Replies 12,351 Views

I noticed that. I figured the fast assembly would be useful because the assembly project does not stop on its own, but this half project would. You just need to add enough to the queue to max out the population. Of course the bug is that if you over shot, you get to keep it. Not only that, you can still add more even when you are over the limit. I managed to get over 100 population exploiting this. Mind you, after seeing that, I did some testing and got similar results when I tried

4 Replies 6,021 Views

I managed to do a reversal against the AI. For 2 of my planets that I had near the AIs, I made them influence worlds from the very first moment my colony ships landed on them. I eventually culture flipped every world that 2 civilizations had, one of which were the Krynn (which are supposed to have good influence). I didn't get much wonky culturing borders going on. I did go out of my way to build as much influence planet improvements as I could, and made sure to research the required tech

25 Replies 123,633 Views

I had some time to think things over. Not only are the fighters a deadly source of offense, but they are also a powerful source of defense. The fighters get shot at before the carriers do, and they have the potential to kill the enemy units before the enemies get a chance to fire upon the carriers. By the time the carriers themselves arrive, the battle is probably over. They're also better than normal defenses and hit points. Defenses has a risk of not blocking all damage but i

74 Replies 277,053 Views

You can also change the spending on your colony so it is not producing any manufacturing points. If you are not producing manufacturing points, then the game has no reason to make sure you spend it. Alternatively, you could shift all manufacturing points to the shipyard to produce ships. You can change the spendings of a planet independently of the empire spending, so the whole empire might be doing research except these planets.

10 Replies 14,305 Views

As much as I don't like not being able to build ships directly from a planet, it should be noted that you would still be fighting an up hill battle even if that was allowed. In GalCiv 2, you needed to make fleets. A lone ship would not fare well against a fleet of ships. A fleet of ships could quickly kill a lone ship and would give the lone ship little time to fire back. The ability to win battles quickly is arguably just as important as bringing plenty of firepower and defenses. If you

6 Replies 3,397 Views

[quote who="androshalforc" reply="4" id="3518304"] umm you're aware that the term nerfed means weakened right? because the assembly project got so much of a boost its game-breakingly overpowered [/quote] Yes, I know what nerfed means. I used it because I think that it got weaker, not stronger. Hmm... I could be wrong. I couldn't find my previous notes. Let me check again. I was sure that it was 1 pop per 10 manufacturing... No wait, it used to

12 Replies 23,706 Views

There were many problems that I had with the game I had last night. 2 of them deal with managing units in the field. The first problem is selecting units in a group in the field or orbiting starbases. I had a bunch of small ships orbiting starbase and I was sending them out in fleets. A way to do that is select them and order them to leave. Of course, I was dealing with logistics of 40, so I was selecting them in groups of 13. Later, I would upgrade them in the field, which removes

0 Replies 938 Views

1. Set to the manufacturing on the spending screen to 0. If you are not producing any manufacturing points, then the game won't bother you with idle planets. Alternatively, you can divert all manufacturing points to the shipyard, then it is only the shipyard you have to worry about. Or pick a project and it'll do something else with their manufacturing points besides building planet improvements (like produce money, research, or culture). However, projects like birth subsid

5 Replies 2,665 Views

Yeah, micromanagement is a pain right now. I wrote a post on it back in Beta 3. https://forums.galciv3.com/460587/page/1/#3518071 As for upgrading ships, I would like it if implemented a blueprint system. A system that allows you to not so much design and place every part on ship, but rather pick a set of rules and design philosophy that guides how a class of ship is built. Kinda like how the AI ship designer will

1 Replies 2,890 Views

I kinda sorta did test carriers vs carriers at one point (not intentionally at first). One of my planets had culture flipped (damn culture bug) when I had a fleet of carriers orbiting it. The planet got to keep those carriers. I had a similar fleet nearby, so I attacked. I wiped them all out as I had better fighters. But the carriers got close enough to the fighting that they could have been targeted in the fight (but it seems that they were targeted last). Also the fighters didn't wipe e

74 Replies 277,053 Views

I haven't had time to check everything out, but I don't think we got much for micromanagement. We got a fast assembler planet improvement for the Yor. Its kinda half way between a project and a planet improvement. When finished, nothing gets built on the surface, but when it is done the population will be 5 units larger than it was before. It unfortunately costs 101 points to build, so it is not as efficient as the assembly project (it yields 1 pop per 20 manufacturing inst

12 Replies 23,706 Views

@ Turkwise *Whistles* Wow. Those were the results that I feared. I knew that I was being generous when I said I don't know if huge hulls could compete... In GalCiv 2, I have said many times that larger hulls can stack HP and defenses in such a way to make them tougher nuts to crack than a large number of smaller hulls. Not only that, but larger ships also have an advantage in cracking tough nuts that small ships don't have. With smaller ships, you would need many

74 Replies 277,053 Views

Your welcome. I know its a lot. According to my math, with 4 huge hulls, you could get 140 fighters! That is 280 logistics worth of fighters on a 40 logistics diet. These numbers were generated with late game techs, but a fraction of that is still a big deal. Unless this gets nerfed, or we get AoE weapons, I don't plan on using anything else. I don't know if a 4 huge hull could compete with such an opposition.

74 Replies 277,053 Views