DivineWrath

DivineWrath

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

I can't seem to remove planet component slots. For instance, after growing my empire quite a bit, I find that planet research labs to be not so useful as I now have plenty of room to build in orbit. Now I rather replace them with something else; maybe some garrison improvements.

4 Replies 12,653 Views

Well, with an update planned soon, I figured I'd list once again what ship stuff I want for this patch. Tier 1 lasers and kinetic weapons - When you research armed shuttles, you get the ability to build tier 1 missile weapons, but not tier 1 lasers and kinetic weapons. However, you also get tiny hulled ships spawned with these very weapons. This seems weird to me. You can't produce those weapons but you get ships equipped with them for free. So in this case, I want to be able to

33 Replies 192,327 Views

I've noticed the bug involving getting other civs to declare war. One time I was able to get all the civs in the galaxy to team up and attack one super powerful civ without it costing me a bc. I was expecting them to be reluctant to declare war, not declare war on someone wildly more powerful than them at no cost to me. I only did this once and I haven't tried it since.

3 Replies 4,319 Views

Make stars smaller? Not to my knowledge. Would be helpful. One time my foe had a military starbase behind a star and I couldn't find it. I couldn't invade the nearby planets because of it. I nearly made a bug report over it. Fortunately I did eventually find it and destroyed it with extreme prejudice.

8 Replies 38,462 Views

A tip for next time. If you have windows 10, you should have a search bar in the bottom left of your screen. Type "dxdiag" in it then press enter. The window that pops up should be the DirectX Diagnostic Tool, which should have a lot of information about your system. If you don't have a search bar, try pressing Command + R (or Windows key + R), then type "dxdiag" into the run window that should pop up.

1 Replies 24,091 Views

I win all my games without using resources on my ships... Actually thats not entirely true. ;p A few times I discovered that I was unknowingly building ships that consumed resources, but thats long past. I now know how to get the ships I want. I also occasionally test different ship designs including resource ships, and, well, I find that I don't have a compelling reason to use resource ships.

10 Replies 53,617 Views

There is no upgrade feature to this game. The exploit mentioned above is not a supported feature, and unfortunately is not practical for upgrading a large number of ships. However, it does seem like the devs tried a round about way to do upgrades, and that was to add bonuses to weapon and defense techs. You might have noticed that many weapon techs have weapon +10% and/or weapon +1. The +10% stuff works well for big ships (small ships might not have enough firepower to notice a 10% in

10 Replies 53,617 Views

Well, I can confirm that I can now build the Fortress without the need of antimatter weapons tech. I can now build them with early missile techs. I also noticed that some of the ship modules got resorted, such as repair modules under hit point augment. However, I think the 'shield strength' category should be renamed fleet defense modules, cause they do more than improve the strength of shields (they affect all defense categories). I also don't know how much they improve defenses by just by l

33 Replies 192,327 Views

I don't have a hard rule for this. Some times I have as many as 1 per solar system to as few as 1 per sector. 1 per sector min as the resources from colonies tend to drop to 100% decay if traveling to another sector. Not all colonies provide the same amount of resources. So a core world might not do much even if you supply it with a dozen colonies. I try not to get more than a dozen colonies per core world as it'll drive up crime, even if you take basic counters such as the se

2 Replies 8,589 Views

Another fix I want. I want to be able to sort ships by name. GalCiv 3 could do this. I don't know why, but in GalCiv 4 I'm finding my corvette series of starships scattered throughout the combat ship list. I have one with missile defense, another for kinetic defense, one for laser defense, even one with hull defense (high hp). If I were sorting by name, they would be all next to each other. (I loaded up the game so I could take screen shots, but my ships were organized better for some

33 Replies 192,327 Views

The main menu ship designer only shows the prolific supply module. Emphasis on main menu ship designer. I'd expect some limitations on ship designs when you are playing a game as some civ, but not when you access it from the main menu. I expect to be able to design any ship that I want using any and all ship components in the game. 4 is for better organization. -Hot key for repair drones. I tried out repair drones yesterday and they're quite nice. It gives the ship the ability

33 Replies 192,327 Views

I have a few improvements I want in diplomacy. First is money. Or resources. Anything that you can trade more than one of in a trade deal. I want a new option for it, remove. With it, you can remove an offer of credits (or other resource) by clicking remove instead of reducing the amount to zero. I think this would be more intuitive. I want to be able to remove offers by right clicking them. So if you don't want to offer some credits, you just right click it instead of going t

14 Replies 42,667 Views

A quick recap of things need doing. -Either remove antimatter bomb from the huge hull missile ship design, or make bombs available a lot earlier. I don't want to do a whole lot of research in order to build them. I'd prefer it if bombs were made a lot earlier (like armed shuttle early), but either option works for me. -Unlock "lasers" and "cannon" ship parts. I think armed shuttle is a good time to get them since the tech also gives you free ships

33 Replies 192,327 Views

You might want to mention that this is for when making custom civilizations. It doesn't make sense for normal gameplay. Yes. Some options and combination of traits can make powerful civs. I like mixing the Mimot proliferation ability with the Onyx's promethean ability. The proliferation ability gives you 2 ships every time you build 1 ship at the shipyard but at the expense to the ship's hit points, but the promethean ability doubles hit points which more than makes up for the hit poi

1 Replies 8,067 Views

I was using the ship designer from main menu to design ships. I made a ship design, but I later decided to change it. I wanted to use the same name, so the game asked me if I wanted to overwrite the file. I said yes and everything seemed fine. The designer showed the ship and its equipment had been changed to the new design. However, I later couldn't find the ship in the ship designer. I had exited the ship designer and went back in. The ship was gone. I then exited the progra

5 Replies 5,317 Views

I'm finding minor civs to be more trouble than they are worth. Some of the minor civs give you a task to eliminate pirates, space monsters, and sentinels. Other major civs are capable of wiping those out. Shipyards too. Therefore its quite possible to find minor civs too late to complete their missions. Another problem is that most major civs don't like minor civs so getting an alliance with them (by completing their missions) hurts your relations with major civs. Another prob

6 Replies 34,241 Views

I nearly forgot. The Mimot command ship that runs away from battles proved to be capable of a new low of annoyance. It flew threw my territory, with a fleet of mine in pursuit attacking every turn, until it reached some unprotected planets of mine. It then started to invade and I still couldn't kill it. I had to put ships in orbit of the planet so it couldn't invade any more. Then it tried invading another planet. This repeated until I managed to get a military starbase in range. Then I pursu

6 Replies 34,241 Views

You could always use outdated ships to defend military starbases. Military starbases makes it impossible to conquer planets within their AoE, but their defenses are weak, hence why you should consider giving them ships to defend them. Its not the optimal solution, but its all I got. I also don't like the fact the devs changed upgrading to be a level up system. It used to work fine back when upgrading retrofitted your ships.

26 Replies 123,993 Views

Hey. I have more feedback. Terrible weapon. There is this event where you can get more powerful beam weapons in exchange to a hit to your global morale. However, it does not work. I expect it to increase the beam attack of every ship to increase by 4, but I see no evidence that it works at all. The morale hit does work. Disrupters. Beam weapon augmentation has the disrupters module for starbases, but I think it should be with the disrupters tech, one tech down the trees. The c

6 Replies 34,241 Views

This is some feedback for v1.04.347661. Yor building citizens. Building a unit of citizen is expensive. For some reason its "-120 construction cost", "-1 durantium", and "+30 construction cost". With good manufacturing, it takes a while to build more population. Also, why is construction cost mentioned twice, and why is one is positive and the other is negative? Alliances are not permanent. They wear off in time. I found that kind of counter intuitive after playing GalCi

2 Replies 11,829 Views