I've poked around with some of the ship parts. Well, the huge hull missile ship still needs anti matter bomb, so you might not have access to that design if you research huge hulls. Either that part should be removed, or missile techs should unlock bombs a lot earlier. Like second generation weapons early (just after armed shuttle early). Though that might be an issue best saved for another thread. Something thats been bugging me is that researching armed shuttle gives you fre
DivineWrath
This is one of the reasons why I don't obsolete ship designs. Well, a new reason really. I'm not going to derail this thread. I'm merely going to mention that I want better tools for managing ships, both in game and out of game.
Under civilization policies, there should be a thing in the bottom left corner that says automate. You should be able to manage your ships and shipyards there on a global level. However, upgrading ships (as galciv 3 had it) seems to have been intentionally removed.
Thanks! I've updated my game and checked the ship editor from main menu and all of these parts are there. I'll have to play the game to test the design issue with the Fortress though. As I mentioned in my original post, a required ship part (antimatter bomb) requires late game missile tech to unlock.
Its v1.04 and we still don't have these ship components in the ship designer. Are we supposed to get these parts? I can accept no as an answer, but I'd be disappointed.
I find it funny that someone who admits to playing against godlike opponents is complaining that some game feature is unbalanced or broken. Of course its not fair. You shouldn't be able to beat such opponents. The only way you could keep up is if you were using exploits to make up the difference.
Hey. v1.03 doesn't have these ship components in the ship designer.
Isn't killbots a tech that grants a soldiering bonus? I think your transports will invade faster with the bonus. The time can't be reduced below 3 turns for colonies and 5 turns for core worlds. Unfortunately, I don't think you have killbot units to put on your transports. Upgrading ships seems to restricted to survey ships, prototypes, and command ships. It seems that retrofitting is no longer in the game. You can only retrofit in some obscure way that the devs missed. If you want it
I have updated my game to v1.02. I poked around in the ship designer, but I still can't see these ship modules.
Okay I'll bite. What is "trample" dmg?
The Drath also can research living hulls.
I've had invincible fleets in GalCiv 2. Good times.
Have you tried repeat build economic stimulus? You can find economic stimulus in the bottom left corner of the planet screen. After that, select the project in the manufacturing queue and then click repeat build that shows up above it.
Anomalies are bugged at the moment. Hopefully this gets fixed soon.
You can also access a shipyard through the linked planet.
There are some ship parts missing from the ship designer. I listed some of them here. https://forums.galciv4.com/512096/page/1/#3850122 Techs like the "molecular printer" suggest that there should be more ship modules.
Ship battle predictions needs some work. I agree with your there.
[quote who="Surge72" reply="1" id="3850613"] Yeah, combat is a total mess and probably always will be. It's always been pretty damn poor in the series, and they haven't innovated on it in decades. [/quote] Some folks here liked the combat system in GalCiv 2. I don't think any changes are needed. I find it unfortunate that GalCiv 2 has some problems playing on modern computers (can't alt + tab to desktop after planet invasions; it breaks everything) otherwise I'd be pla
I don't like using resources for ship parts, or using resources altogether. I'm fine with increasing ship construction costs though. GalCiv 2 (TA expansion) had HP modules. I had designed and built ships with double or even triple the normal hit points. Combined with good defenses, ships could be nearly unkillable. That was fun. I wasn't the only one who did this. The unfortunate things was there was no standard or progression for HP modules. Some civs had HP modules t
I want the +2 range starbase module for mining starbases.
Different citizen stats don't matter to me. To me, citizens are a resource used by colony ships and constructors. When used that way, their stats don't matter much. I'd be fine if all citizens had the same stats. Transports are an exception though. The resolve stat of soldiers affects invasion times. However, considering that invasion of core worlds can range from 5 to 12 turns, I'm not really sure it really matters. Plus you can have multiple transports in a fleet, which can improve
I've been looking at ship designs, and there seems to be 6 modules that you can't mount on your ships in the ship designer, but they may be found on some of your default ship designs. I'm using the Terran Alliance names for the ship names: -Militia Barracks: +50% hit point while in your territory (Defender) -Antimatter Bomb: Damages fleet
Your pollution is at 100%. Some events have been known to happen once you go 50% and beyond. There is this one event where the planet abducts your citizens in an effort to figure out how to talk to creatures like you and ask for you to get the pollution under control.
You'll be happy to know (or not) that there is no option in GalCiv 3 to turn off auto end turn (I believe it was removed). Yes this annoys me as well. I often lose the opportunity to build starbases and upgrade them before the end of the turn.
I think so. Try this: Options -> Interface -> Nebula Opacity Move the slider to 0. The background image should be gone now. You may need to restart the program for it to take effect.