[quote who="smjjames" reply="11" id="3859677"] So, basically you’re trying to set it up so that it remembers which leader was commander, so, in order to get three culture points that way, you’d have to hire two more and assign? Plus only one point per ship. seems reasonable and wouldn’t affect those who just hire once and leave the commander there the whole game. [/quote] It's a little simpler than that. It basically tracks a "debt" wheneve
DerekPaxton
[quote who="Francis5067" reply="9" id="3859496"] It seems now the culture point gain from assign leader to commander ship is fixed at maximum 7 point. It can still get the 7 points at the beginning by using same leader and assign leader in/out on same commander ship, giving the civilization having the loyal ability a huge advantage at the beginning. <ul style="color: #fdfdfd; font-si
[quote who="DivineWrath" reply="24" id="3859032"]A quick recap of things need doing. 1-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. 2-Unlock "lasers" and "cannon" ship parts. I think armed shuttle is a good time to get them since th
[quote who="smjjames" reply="9" id="3859236"] I had known about the promethium growth rate, but I had to carefully observe the pop growth rate to really see what the numbers were actually doing. As brigadier said, it’s not clear at all where the numbers are or what’s happening. The fact that they can still build agriculture districts is also kind of confusing since the synthetic races can’t, I was a bit surprised that they could still build farms.
It was a base of 0.4 plus 0.002 per Prometion. But I'm changing it to 0.4 plue 0.006 per Promethion in 1.05. The tooltip will also explain exactly how it works.
[quote who="slarjy" reply="4" id="3841237"] Quoting DerekPaxton, reply 3 Im looking into it. They aren't getting the growth bonus from Promethion correctly, so that definitely needs fixed. I think this is missing the point. If you would tie the presentation of the mechanics to the calculation
You are right. I need to switch that Minister to another effect. During Early Access with had government elections which required the approval of all of your citizens to pass, so approval of colonists mattered. But once elections were removed this hasn't mattered.
*** RELEASED ON NEXT_VERSION 7/28/2022 *** Note: This update may affect mods as noted here: https://forums.offworldgame.com/513659/mod-issues-on-upcoming-patch-61580 Fixes fixed resources incorrectly diminishing to trace on Interdimensional fixed silicon/aluminum substitution not working for elites <
This has been released on Test
Smjjames is right. Fleets of large/huge ships weren't able to compete with equal logistics fleets of small ships. This helps balance that.
Colonies don't report Approval because it doesn't have impact there like it does on Core Worlds.
This will be fixed in the 1.05 update.
This will be fixed in 1.05. Thank you.
Im not sure what you mean.
*** RELEASED 8/9/2022 *** Features Survival Multiplayer Mode - In Survival mode all the human players are locked in permanent war with all the AI players. And the AI players become stronger as the game goes on. The human players will be destroyed, the question is, who will last the longest? Sandbox Multiplayer Mode - Play with all the normal rules of Galactic Civilization IV in a multiplayer gam
Great feedback here, Im going through everything. At a minimum I'm looking at reducing the logistics cost on large and huge hulls and increasing resources costs on some of the amplifiers.
I appreciate the feedback. Unfortunately, the UI was designed with 1920x1080 as a minimum and GC4 has a LOT of screens so there isn't any current plans to make a smaller resolution. I haven't tried it on a SteamDeck, are the text heavy screens readable?
[quote who="Ryan5000" reply="7" id="3857100"] I am now on version 1.04 and still seeing the same issue. added new save in "GC4 > NewIn1.04" https://www.dropbox.com/sh/qqbrv121i0q4b4l/AAD1VWIe7sJt_eZLiENlEBH9a?dl=0 [/quote]</
Military starbase has a lot more military upgrades than the other starbases. But does require different techs. The confusion is coming from if you unlock the Defensive Studies tech you get "Starbase Defense Systems" for all of your non-MIlitary starbases, but nothing for your military starbases. So for that moment it seems like your other starbases are better than your military on
In the next update you won't be able to obsolete colony ships anymore to prevent this issue.
Repros for me too. Just like you say the Ai is having trouble trying to enter a stream. Im going to get a developer to check it out.
This has been released on public.
[quote who="starmac" reply="7" id="3855517"] Cheers Derek and um sorry for removing those great ship designs of yours........ [e digicons]:'([/e] [e digicons]:'([/e] [e digicons]:grin:[/e] [/quote] Lol, I actually didn't care that you removed mine in particular. But I don't want moderators removing content because it doesn't match any quality level or standard. If someone puts a bunch of time in making a ship, they should get to have it up. I
I'll enable all these for ship design in the next update.
[quote who="Commander4X" reply="6" id="3855411"] Please make them rather Capital than Support. Capitals can be protected by Escort ships. Support ships do not go to the front line. So they do not participate at a lot of fights (their weapons and upgrades of them do not matter). [/quote] It's actually not set, there is logic that determines the ships role based on the upgrades, defenses, components, etc that it has. I actually modified the Commander component in both the Thre