If that item is making me generate more crime on every colony throughout my empire, then it needs a balancing pass/bug fix. I doubt that is it (again, unless there is a bug). Interesting possibility though, thanks.
Markon
Mate... not going to lie, it's kind of like you didn't bother reading my post. In general, I don't mind having to manage it. However, I AM taking measures to manage it (a tradition, getting Criminals off my planets and into troop ships), but... it just keeps going up! More and more for every colony contributing for a planet, and NO explanation why EVERY colony in my empire is making more and more of it. It's kind of ridiculous. It's certainly not fun having to guess why it's happening.
Hello all, so an odd thing I have noticed in 1.8. Early on, I got the perk under the Tradition tree which stops my citizens from producing crime. Awesome, this eliminated almost all crime, and then later I think I put my one or two existing criminal citizens on Troop Ships to get them off my planets. So far, so good. Then, many turns later, I noticed I have some crime again, including every colony producing some crime, which is pretty mad for my capital system which has like, 8 planets feedin
Just want to throw in my two cents, it REALLY should be made more clear, in a big, bold way, that the final tech which boosts speed will wear off over time. Like, yes, it's there in the flavor text, but.... not everyone reads flavor text. Important strategic information should not be hidden in flavor text.
Title basically says it all. I can either crawl my ships along the map, hex by hex, warry of new enemies (which takes FOREVER and a ton of clicking, when you have several ships with a dozen or higher movement, every turn)... or I can tell my ships to move, and then cry and rage when my probe or my colony ship suddenly sees an enemy monster/pirate and FLYS RIGHT UP NEXT TO IT. Boom, dead. Apparently my ships' commanders are all suicidally loyal to orders. How has this not been fixed
This bug really irks me as well, I just went to start a new game, but when I was reviewing everything on my custom race and noticed that the Veteran trait seems to be pointless at the moment, I came here, and this is the only thread I can find on the subject. Not very reassuring.
Version 1.01.343914b, just used the Precursor Elevator Colony Improvement (which I'm 99 percent sure came from an anomaly), and I watched the decay on my colony jump from a number just over 50 %, to a number over 60 %. I thought it seemed weird that the tooltip for this special item said it would drop
I gotta say, losing several loyalty and gaining pollution, because I couldn't minimize an event and then sell some resources to afford a fee for 500 credits.... I was SOOOOOO pissed. So I am VERY happy to see that patch 1.1 is planning to fix this. Because honestly, I can't quite recommend this game to my friends yet. It needs the polish that, fortunately, you have mostly spelled out in the roadmap. (The issue with the AI aggressively going for the red anomalies is another big one that's maki
Wanted to share the link to my thread of bugs I've found. I hadn't noticed this thread when I made my post. Also, I'm not 100 % sure of the version number for the first round of bugs I found, they were from the very first handful of hours the alpha was available, and I remember noticing an update when I came back to play the next day. But I doubt the issues I noticed have been fixed, considering how little time it has been. <a href="https://forums.galciv4.com/505353/page/1/#38089
Hey, jumping in quick. There was a thread about this just a few days ago, where your questions have been answered I believe, but I think it comes down to two main reasons: it's a fair amount of work to implement, and it would DRAG the pace of the game, ESPECIALLY in multiplayer. I get that Gal Civ gets a lot of things right, and that other games, which do offer that sort of battle, often don't get the same things right. So it would be nice to have the option to play out battles, with
So this request is born from three facts: Fact one, I've gotten the Chimeric Biomass 5 times in about 4 hours of play. I like it, I do, but more variety please. Fact two: I've had terrible luck with the production/manufacturing/whatever you call it value on my core worlds, including one which was a size 28 (20 of it food). Seriously, a production value of 1 on a size 28 world (and a size 13 world, and I think one more core planet), it's a real drag for getting anything b
Hey, thanks for explaining how to get a trade liscence. Fingers crossed it can fix my struggling economy.
Updates (all from after the patch that was pushed yesterday, same save file, game still presents itself as Alpha .40): bug 1- I'm now realizing that Chimeric Biomass adds only one to the planet value because it adds one food production. My bad. bug 5 (the shipyard sidebar displaying the wrong work in progress) seems to be fixed after reloading. Now for new issues noticed: Lets call this Bug 1, part 2. I got the Chimeric Biomass again, used it on Ear
As the title says, here are all the bugs I think I have found so far. Apologies for the lack of screenshots and the like, but all of these were found fairly early game, I suspect none of them will be hard to recreate if needed, and I could share save files as well. Also, I was playing the test build, because it's the only one that loaded properly on my Epic Game Store. These were all recorded before the patch that was pushed out about an hour ago. (So Alpha version 0.40
So, I did the special mission from a Shipyard to get me some Arnor spice (a couple of times), because I knew I was gong to need it for a few things. I got a few pop ups saying I had gotten some, and then the counter at the top of the screen for it started getting all weird. I wish I had more screen shots, at one point it said I was making .1 a day, but I'm not producing it on any of my worlds. Now the bar at the top of my screen shows 0, when I mouse over it says I have 1, b
As much as I doubt it will happen, I actually like the idea to have one module instantly when a base is built. Then again, that would lower the value of a construction ship with multiple modules, so i guess I understand if it doesn't happen.
Just for the record, I'm 99 % sure I remember them doing this sort of thing back in the second as well. Though I admit I COULD be remembering wrong, but I'm usually pretty accurate about this sort of thing.
My two, quick, cents: The limit is important for game play balance, for reasons that were already well stated. Also, it can easily be modded. I may increase it by some small amount myself someday, who knows. Hooray for easy modding!
T'was a pleasure! Thanks for helping to make such an awesome game. I'll keep my eyes open for more.
Ditto the call for some sort of command like this, and also (as was mentioned a long time ago), if possible a wait button, where a ship is skipped for the moment, but you can come back to it later in the turn... I don't think the game has this, but it would be nice at times (obviously not as crucial, and I feel like maybe there is a way to do this.... very tired right now). "Fortify" would be the more useful of the two anyway, but both would rock.
On the subject of bugs being repeated, is there a list of known bugs anywhere on this forum? Am I just being blind, or is this not a thing?
[quote who="Echelion" reply="20" id="3488155"] You idiots [/quote] A little uncalled for dude :P. Probably said in good jest, but, you know, tone and body language don't translate to text well. And I'm very much looking forward to the game, in a more finished state. I found a few bugs and weird things so far, hopefully they will be fixed. :). It's not bad right now, just needs more polish (the g
In regards to stuff like the interface not changing much... as far as I'm concerned, if it's not broke, don't fix it. In regards to the way ships move around the map? Actually, i've always thought that it does look a little funny (when you send them on a curved course, for example), but I don't know how easy it would be to change it, or if a change would rally look better. In regards to 8 directions being natural... last game I c
I've had fine luck with both 2 and 3, but obviously there is something wrong if you can set it to "abundant" and still get nothing close to your home world at all. I think tweaking this is on the to do list, I've seen a complaint about this elsewhere.
On a related note to the happiness issues, I forget if it was Civ 3 or Civ 4 that was the last to have a city "go into revolt" or whatever it was. They eventually realized the micromanagement to check each city was simply silly (and also not popular with players), hence why the newest games kind of have it be a global thing. Not saying to make happiness simply be global (though maybe that could help, but I think it would feel funny in GalCiv3), but at the very least, have it be mu