great post, thanks for putting it up. only thing i would say that is really high priority is adding more info to the UI and maybe some kind of in-game encyclopedia so that players can easily find the info they need. the biggest problem i've seen from people seems to be that they dont have easy access to info they want/need.
Basilisk83
[quote who="Surge72" reply="4" id="3849275"] I appreciate your efforts to document and explain it, but what is your authority on the matter? Are you with Stardock? This is related to something I raised in the Roadmap thread - I have yet to see any full explanation from official sources. I'm not meaning to discredit you. I just don't know what authority you have on the matter. I mention no official authority, but even then it doesn't always help. I recall discussions
just bumping the post for anyone looking for combat info...
for anyone who is interested here's a bit of info on combat i typed up for release... https://www.galciv4.com/article/511884/heres-a-quick-explanation-of-how-combat-works-in-gal-civ-4
[quote who="Surge72" reply="5" id="3849270"] Accuracy and Dodge used to determine the floor of the attack/defense rolls. Appreciate the attention to combat. It is in my opinion the weakest part of the Galciv series (particularly as it seems to be the only mechanic to have not had any attention since Galciv - my first foray into Galciv). May I also suggest properly detailed tooltips somewhere (perhaps for the sh
[quote who="Frogboy" reply="3" id="3849190"] Quoting BookSiberia, reply 2 Military starbases will automatically attack enemies that enter its area of control Quetion - will just the starbase itself attack, or will a fleet posted at
the TAB key also works. there should be a button in the bottom right corner though, if it's not there your screen might be cutting stuff off.
dont think so
it's the button on the bottom right corner of the screen
yeah i'm getting the same thing. 3D part of the graphics card was staying right at 100%, just fluctuating slightly. constantly using aprox 2GB GPU when the recommended for the game is 1GB
[quote quoting="post"] Can you unmount a station to move it? If not, that should def be a feature. When looking at the Galaxy screen what is the colored semi circle graphic left of the sector indicate? Does civilian stats matter for a station or finding a new colony? Thanks in advance, so far having a blast. [/quote] no, i dont think u can move starbases currently. those colors represent the different civs that
man some of these "steam only!" people are really tripping me out. It's like people protesting in front of a safeway because everything at safeway isnt available at walmart, and they'll ONLY shop at walmart. i sware this is some tin foil hat stuff...
yeah this guy's obviously biased, cause on that page they show that they gave gal civ 3 a 8.6, and yet he called gal civ 3 a "disaster." just read the whole review and imo this guy has no idea what he's talking about with this game. i think he needs to find a really storyline-heavy rpg, that seems to be what he's really interested in.
[quote who="Zuell" reply="6" id="3848739"] I like to think my fleets matter and hope to keep them around. One of the last games I played as Iconian and lost to Torian Prestige had my commanders also being the first to die in my large fleets. I would reload the game but the commanders died first over and over. This left me thinking why fleet up commanders at all. Just use them to survey or buff planets. Maybe to send a fleet to a commander surveying for the level up fleet buff. <br /
There are 3 weapon types: Missile, Kinetic, and Beams. Each weapon type has an opposing defense type that blocks attacks from that weapon type (point defense for missiles, armor for kinetic, and shields for beams). Each weapon type is unique in it's own way... -Missiles have a ranged volley attack, that can be used out of regular combat to do a volley of damage against a target up to 3 hexes away. -Kinetic weapons do the most base dmg, and get slightly more benefit from extra
yeah, the "bad luck" factor or research right now has been an issue for many people. there have been several suggestions to deal with this over the last several months... one of mine was to make it so that you can pick any research u want for a +20% increase, like spinning the wheel twice. but the devs have shown no interest in changing research, unless they get tons of pissed off people complaining about it, like they did with the original decision to not include a battle viewer. i think at
[quote who="DivineWrath" reply="2" id="3848683"] *scratches head* Considering that this game currently has a limit where a fleet can only make 1 attack per turn, I find I want more fleets. I need the fleets split up so I have enough attack actions to destroy multiple fleets and to invade multiple planets. Yet I want my fleets big enough to have the firepower to kill the enemy quickly thus limiting my casualties. It doesn't quite feel like a war unless I have a dozen fleets giv
The main feedback i keep hearing to why fleet tactics and setup isnt more important to many players is because later in game you have so many fleets that you dont want to pay attention to them all, and they want to be able to just zoom through combat because of this. this many large fleets is due to the fact that the maps are so big now, but the fleet sizes are so small that there usually has to be dozens of fleets later in game once you have a lot of production. if this was changed so that f
pretty sure it's intentional. this was done as a quick fix to stop the AI surveying bug before release. it should return to normal in a bit once they've nailed down that bug
[quote who="DerekPaxton" reply="3" id="3848460"] Quoting Piglet5350, reply 2 Does that 'Workshop' feature mean Steam Workshop support (in other words is the game coming to Steam at release?), or is it an in-game mod interface also called Workshop? The in game user content sharing is also calle
for beams to get +10% base range so that they're competitive with the other weapon types.
[quote who="Star-Fish" reply="4" id="3848314"] i played GC2, GC3. i think the games are really good. GC games lacking a good battle system. this time i dont think to buy it on launch and i will decide in future if buy it at all. only if i see good battle system. i will be OK even with something like ES2.. the most hilariously thing in GC series that you have depth ship building something funny like lego game but you cant really enjoy what you c
going to try to make the Q&A if i can, but might not be able to so i wanted to throw my question up here instead... What types of combat changes do you plan on making in future updates? including but not limited to: ship roles, targeting (small ships still seem to have an unnatural advantage here with no "trample" damage), weapons, defenses, accuracy, dodge, range, and/or changing the 1ship produced per turn per shipyard factor? what can the gal civ community have to look forward
[quote who="Commander4X" reply="33" id="3847641"] The tooltip of the ability "Ancient" includes this info [e digicons];)[/e] [/quote] it just says u gain research from precursor artifacts and anomalies. never mentions ascension crystals.
[quote who="DivineWrath" reply="31" id="3847607"] Quoting Publius of NV, reply 19 That's due to the Ancient race trait. They are the only ones that get that research boost. Was the same in GC3. I was not aware. I was thinking that the Altarians were almost a bland civ. [/quote] ye