[quote who="Larsenex" reply="4" id="3516451"] I would like it if Pirates were treated almost as if they were a minor faction. In fact they would hamper and attack everything/everones ships and actually favor going after and raiding trade routes over attacking ships (which is historically what pirates did anyway). Also it would be cool if they actually had a planet which was 'hidden' and was used as a base somewhere on the map. This would come with its
androshalforc
Its simply a hold out from the alpha when you built ships on planet i believe it works properly though so its just a typo
[quote who="mbrash5" reply="1" id="3516387"] Trade does need to significantly be touched on. I've never liked the whole "the further the planet the better the income" mechanic. As it always seemed to create very unnatural and unrealistic trade routes where these "trade worlds end up being every colony on the edges of the map. There should be some sort of "network" between colony's. Like making a trade chain which each link in the chain increases the overal
[quote who="Seabrook" reply="17" id="3515990"] I think constructors should never be used up. Constructors can have 1 module and easy to build (10-15 turns) at the start of the game. They are like workers in civilization games, who never get replaced. [/quote] the problem here (at least IMHO) is that a constructor is essentially just a pile of parts strapped to an engine. it would cost more in turns to send it back to reload then it would to just build another one</
oh look its the YOR they only want to destroy all organic life in the universe...... wait there trying to trade with me? WTH?
[quote who="JacquesGauthier" reply="4" id="3516105"] Quoting androshalforc, reply 2 Still the civillian starbases in enemy territory should have some diplomatic tensions even if its hey that base is in my space i want you to pay rent. Look at it this way, as a friendly race, you get the
I believe you have me confused with someone else. As for 7) it ties in closely with 6) if fuel is only expended when "manouvering" then the ship could theoretically aim home use thier last bit of fuel to get moving and hope they dont run into anything
[quote who="admiralWillyWilber" reply="2" id="3515981"] On considering option 1 this is probably done this way because fuel is not taken into account on the game. The current idea is unrealistic. What would create range is fuel assuming you were going into a strait line. Since most ships don't, what should be done instead the movement points each turn should be subtracted from the total allotted movement points for the ship. Besides an engine module there needs to be a fuel module. T
Still the civillian starbases in enemy territory should have some diplomatic tensions even if its hey that base is in my space i want you to pay rent.
[quote] Lucky Jack, I think you are confusing Steamworks, developer tools from Valve, with Steam Workshop, a place for community created content to be shared. [/quote] still he raises a valid point [quote] If this is true (or still true) then one of the very important advantages of Stardock games is negated -- quality support for their products. This problem, if true, can only be solved by Steam [/quote] if they had a working automat
im actually surprised this isint in the game already but its really simple have a project for any planet with an attached shipyard that would send all unused production to the shipyard it would act the same as setting the social/military slider to 100% military but also the same as a project. meaning i dont have to come back to this planet every time i research a new tech. so if i set my M/S slider to 50/50 and then choose shipbuilding it would send all production to the shipy
[quote]- What confused me: When I was done rushing my factories and building my pleasure centers, I wanted to stop construction and focus on ship building. It took me almost 10 mins to figure out how to get the "next turn" button to stop reading idle colony. This was very frustrating. I am not sure if my work around is correct. I ended up going to govern tab and changing the production palette to 100% wealth. This changed the idle colony to next turn. After that discovery I continued to
heres my thoughts on starbases first i would like to see a constructor to start a chain of upgrades example if i want to build the research upgrades in the economy starbase i need 3 constructor modules. 1 for the starbase, 1 for the economy ring, and 1 for the research module. after that the upgrades to the research building would take time and an upgrade cost second a starbase governor screen this screen would allow me to set
another problem could be simple rounding lets assume that each of the no voting races actually had X.4 votes which rounded down to X on the display 12.4 23.4 2.4 12.4 =50.6 votes for no which would leave 49.4 votes yes
there are options for it so its intended to be there its just one of those its nice but we have bigger fish to fry type things most of the core game is working now so we will start to see a bigger focus on the polish aspect of the game and fixing all those annoying things that are supposed to work but dont quite
[quote] but I find the limitations of what buildings they have access to, and the lack of late tier terraforming to be a severe downer for me. Overall, I like them, but not being able to full utilize a planet and the limitations of their pop cap per planet makes them somewhat less appealing. [/quote] the late tier terraforming is more of an oversight then a glitch you can use it but you need to get at least one level of extreme world terraforming which is disabled i
further i think the formula for determining who votes for what is all messed up atm my first UP vote playing the YOR im at war with everyone except for the krynn as you can see everyone (except the krynn who i am trading with and actually like me) voted for me as UP leader
i shall play along in this karma drive MWAHAHAHAHA anyway its also a good time to tell you all i wont be around for a couple of weeks so merry Christmas, happy new year,happy festivus etc etc see you soon
[quote who="dragoaskani" reply="4" id="3513114"] No starbases are valuable targets of opportunity. I feel they should easily be destroyed by anything bigger then a small hulled ship equipped with starter weapons. This forces you to have to decide if you want to allocate ships to defend them or not. I in no way shape or form want to see starbases of the power of say the ones in Sins of a Solar Empire for instance. [/quote] i totally disagree While
[quote who="Echelion" reply="2" id="3513344"] I've noticed that on the planetfall screens the game sometimes cant make its mind up which screen to use as for a split second one screen will be jumped in front of another eg you could have a arid planet screen then the comp slams in a jungle scene bare seconds later? don't know if anyone has experienced this or just me? [/quote] yes it is the previous choice screen that is still up for a split second before the current
i had a similar issue it diddent boot me straight to desktop though the game would load from the autosave i could see the map and ui and then it would crash within about 1 second of getting into the game i dont think the save was corrupted i think it was trying to do something that crashed the game and saved just before attempting it i submitted a ticket for it
[quote who="joasoze" reply="4" id="3513200"] I dont want to control the battle I want to choose between stuff like tons of missiles or fighters. I want to mix a fleet with different tasks like carrier, battleship, frigate (to protect the big guns) and so on. Then I want to see it all play out (like Dominions or something) [/quote] wait someone who understands what kind of game galciv is and does not want to turn it into a realtime combat sim? somethings wrong
[quote who="leebo69" reply="17" id="3513203"] +1 to kestlstw. If we can not mine the asteroids, then we should remove them from the game. But the bigger question is why not have the ability to mine the asteroids like in GalCiv 1 and 2? It was a popular and useful tool. [/quote] well then why not remove the nebulas and dust clouds as well and black holes? /sarcasm
so first off let me say 2 things 1) i have only the most basic understanding of coding so i may not be much help here 2) this is an early A.I. most of it will be changing over and over again as the game gets closer to completion [quote] -this is the first few lines.. - internal and, just a name... Or is there some deeper meaning to expansionstrat vrs xxyyzz or something?.. If so, which XML files might have info there? [/quote] <
tech stealing is not in, and im not sure if it will be in until a later expansion the devs are planning an expansion to add espionage into the game at a later time. as for tech trading once youve met a race and have universal translator you should have a lets see if we can make a trade option on diplomacy after that any techs they have that you dont have will be listed on the right should be at the top before ships any techs you have that they dont have w