DivineWrath

DivineWrath

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

Well that is you. If you don't find a fortify command useful (or even dangerous), I'm not going to make you use it. Just don't tell me that I shouldn't have such a command. In GalCiv 2, I had the option to outright ignore ships that were idle. Not many ships slipped past my notice. I would agree that some people would miss enemy ships without commands like sentry. However, like everything else, you can learn the skill, and I have learned the skill. I also played zoo

7 Replies 5,153 Views

[quote]3. In the tech tree, I can't see which tech will unlock what kind of ship. I don't know the icons of course, but I also think these icons I now see below the tech item, are a bit too small. The orange icon looks like a spaceship, but when I hover over it with the cursor, the additional information isn't really helping me. When I do the same with a tech that unlocks an improved structure, I can read it easily: The tech of the solar plant is followed by a hydrogen plant (I be

4 Replies 2,786 Views

I'm trying to understand how projects (for planets) work and how the numbers are generated. When I first worked with them, they seemed to be a way to stop the darn idle planet problem at the end of the turn. However, I recently decided I wanted to make sure that they worked the way that I thought they did. My assumption was, that they were like the spending wheel in the governor screen. I assumed that when the planet ran out of things to build, the percent of production that w

9 Replies 115,581 Views

[quote]13. Bug... When clicking quick build on your shipyards, it does not subtract anything from your treasury.[/quote] There are 2 ways to get free ships from rush buying. I've mentioned it in another thread.

18 Replies 36,010 Views

[quote]Idle colony - no way to pass[/quote] Like Rhonin said, selecting a project is a way to avoid idle planets. They're literally the last thing any planet does. If you add it to the que, and then add a few planet improvements, the project will be pushed to the bottom. If some of your improvements can be upgraded (because of recently researched tech) and the settings allow for it (which it does by default), then those upgrades will be added to the que and the proje

8 Replies 10,190 Views

I've been suspecting that maintenance has been a problem as well. Whenever I research a new generation of planet improvements (which have higher maintenance costs), my approval dropped. I noticed the opposite happen when I upgraded farming improvements. My population gradually grew and started producing more money. Morale improved as well. I now make a habit of adding money boosting modules to my starbases as a way to not only boost money, but approval as well. It se

6 Replies 8,504 Views

You can adjust the spending for a planet and set it differently from your global spending rates. There is a slider below the spending wheel which controls the balance between planet development (far left) and ship development (far right). I haven't tested it, but moving it to the far right should fix your problem. If not, add some special project (like research or birth subsidies), which should do nothing without points in planet development, to satisfy the idle colony problem.

1 Replies 11,026 Views

There is a way to get free ships with rush buy. There are currently 4 way (that I know of) to rush buy ships. 2 of them give you free ships. 1. Rush buy from "Quick Build" (main map). On the main map with a shipyard selected, there should be a quick build button. If you click it, you will be able select a ship to build. You could either click a button to add a ship to production, or you could rush buy it. The rush buy option will not only give you a ship next turn, but you would ha

0 Replies 1,332 Views

I've already figured out the free ship bug. Thoroughly. I'm still working out how to explain it. I should be able to post it shortly. Back on topic, I tried to play as the Altarians, but their shipyard stuff hasn't played out differently than what it did as the Terrans. There is a circumstance where the shipyard will display the wrong numbers, but the actual amount taken from the treasury is the correct number. Correct number being the number that takes into account how

5 Replies 4,338 Views

Hmm... I was thinking that was no difference between Terrans and Alterians. I'll test the Alterians later then. I did some intense testing, and I found a serious bug that would all me to rush buy ships for free. I even went so far as to start a new game to test things out. Every ship I tried to get for free, I've got for free. I was the Terrans when this happened.

5 Replies 4,338 Views

Regarding sensors. I'm not sure if this is a problem or not. I'm still thinking about. I wasn't fond of the 15 sensor range that GalCiv 2 had. I'm very happy to go play with large sensor ranges right now. If I recall correctly, in GalCiv 2, the main reason why the sensor range got a limit was because a person's computer couldn't handle seeing so much of the map at once. It was never limited because of balance reasons (I don't recall ever hearing anything

13 Replies 5,397 Views

[quote]What is the difference between saving your ship design and saving as a templet? [/quote] Normally ships are designed by the player (at least back in GalCiv 2, maybe not so much in this game). Ships have 2 kinds of stuff you can add to it. First, there is the jewelery and glitter, which determines what the ship looks like. Then there is functional components which determine what your ships can do. Back in GalCiv 2 original release, players ran into a problem w

3 Replies 1,540 Views

I would also like to add that these starbase modules are not the same as they were in GalCiv 2. In GalCiv 2, mining starbase modules were unlocked by factory techs. In GalCiv 3, they currently have their own techs.

21 Replies 19,695 Views

At this time, if you hover your cursor over the numbers, you'll get that sort of information. For instance, if you have 5 planet factories (same type) and 3 starbases with factory modules (same type), it'll show those numbers (and the number used). If you had different types, they would get their own lines. Just a warning, some number don't display anything, and some don't always work right.

16 Replies 5,942 Views

These are a starbase thing. You see, there are special resources on the map. For instance, antimatter is currently found near black holes. These resources are used when you build ships that use special components. I'm not sure about the how the 2 relate (I haven't tested it yet), but supposedly each unit of resource allows you to build 1 ship that needs it. I think that antimatter is a missile weapon thing, but you can check the details when you add the ship modules. <

21 Replies 19,695 Views

[quote]7. Can't dock more than six ships to a starbase, even though it appears you should be able to dock more. [/quote] This might be related to ship logistics. I ran into a problem where I couldn't fortify a planet with more than 4 ships (4 huge ships is was the max I could stuff into a fleet at the time). I intend to test this.

18 Replies 36,010 Views

I'm having some trouble getting information on the planet development screen. When I go hover my cursor (or mouse pointer if you prefer) over the numbers for manufacturing, research, and money, I seem have difficulty getting that popup information window to show up. Its like I have to move the cursor so it is exactly over a pixel of one of those numbers. If I had some really big numbers (big enough that the icons below the numbers were really big), the area I have to move my cursor over t

0 Replies 847 Views