The ones you listed are the biggest imbalances, IMO. The social construction should be more like 250 (having it 1/4 what a supply ship gives is ridiculous). The FoW one should be larger radius. And the influence... 10,000 isn't too bad later in the game, on longer games it doesn't seem overpowered) but maybe that could be a percentage of current influence (e.g., add N% to planet's current influence). I'd love to have artifact frequency settings as well, that wo
AdamMG
It is not a hardware issue, nor is it difficult to reproduce. It specifically has to do with the area of the mission clicked. I experience this all the time. Sad that, while they do address many bugs, they don't give any time to others.
[quote who="charlando" reply="13" id="3752648"] If you want to start with a shipyard but not ships, take the constructor options and build a shipyard turn one. Boom, problem solved. [/quote] Exactly, but people love to complain. Logic makes no sense to them.
I almost always (but not every single time) rush the shipyard. So what? Let us all complain about something that really means nothing after turn one, ok?
I do agree that prototype weapons need rebalancing with the rest of the game. They are currently not at all useful. I was responding to a specific post (which I failed to quote). EDIT: just as I failed to quote yours. So what. I think I'm done trying to help out on this forum.
Prototypes should be surpassed by "regular weapons". Prototype literally means "first pattern" from the greek.
Starbases built by Vigilant races will also slow down ships moving through their area of effect (though generally ships will pathfind around them)
EDIT: deleted. I was wrong.
Regarding transports: As previously stated, you can scrap a transport ship and get back your legions. I'll leave the strategy for how many to load up to others, but there is no way (other than scrapping the ship) to take legions off a transport ship. However, if there is only 1 troop on a transport ship in orbit, when you eject said ship from orbit, you can fill it. I find this to be a bug, IMO a transport should be more malleable with respect to the troops it carries.
Sadly, there don't seem to be any up-to-date manuals or wikis. Probably this forum is the best place to ask questions for current mechanics. Feel free to ask away, responses may not be immediate, but usually someone chimes in when they can.
[quote who="Old-Spider" reply="19" id="3751860"] I started a new game with this version and tested the current change. I think the movement of ships near hyperlanes is just about perfect. Every path they took seemed to be the best one. They entered and exited hyperlanes to take the least number of moves. All my complaints in Replies #4 and #6 no longer exist. I think the problem is fixed. Thanks very much. [/quote] Haven't h
Effect - what bonus the building gives on its own, with no adjacency bonus Adjacency - the number of levels given to buildings next to it, of the appropriate type Level - the number of levels given to that building, by adjacencies (or special tiles)
awesome. Hyperlanes were being given far too much weight, according to their actual movement costs. Will let you know.
It happens a lot where civs from across the galaxy will declare war on you, even if they cannot reach you. This may not even be an issue, if you grow some fleets and attack one of their scout ships, they may ask for peace. Or, they might start building starbases to reach you. Don't be too annoyed by the graphs, fleet strength is often no true measure for how well they will hold up to an actual war. I have found, the best way to up your fleet graph is to go for Kinetic
This is something which is pretty easy to replicate. If nobody gets you a save game for this issue, I can start a game for that purpose. While we are on the topic... Making an upgraded Architect or Supply from the ship design screen gives it an "intrepid" design, which means it does not have the icon of the basic ship. This is specifically an issue, because AI does not design ships with Hyperdrive Plus or Warp, since they have the same speed as their older designs (H
true enough, the AI seems to undervalue hypergates
well obviously you'll need 3 gates to create a triangle... that's the definition of a triangle (3 vertices, 3 lines)
Your first hypergate doesn't have anything to connect to when first built, so doesn't bring up the destination screen. Click on it, it'll give you the option to redirect. Redirect it to the last gate you built.
for what it is worth, I've seen quite a few crises, through quite a few variable states. I've gotten crisis managers, and have sometimes been frustrated, and sometimes elated, by the results. I suppose ymmv
right. It takes several turns. Crises are sort of a strange mechanic in all of this.
also, if you fail the space monster crisis, and don't have any fleets prepped, prepare to be devastated ;) It isn't terribly hard to beat the space monster, unless it comes pretty early.
it takes a few turns. Crisis part 1 appears, then wait for crisis part 2 (different choices). Then wait a few turns for crisis conclusion. Not all crisis conclusions provide a crisis manager upon success. A good overview of the crisis stuff is here: http://wiki.galciv.com/index.php/Crises and seems to be up to date.
For one, I can understand that this is a feature that might be difficult to make happen. It doesn't really bother me that it isn't there, new engine with lots of new cool stuff. Just in case this is actually something that gets looked at, it'd be nice to have the old relay point controls as well. "stick to fleet, auto-attack upon arrival" are nice options to have. I almost never use relay points now.
Agreed. The admin cost has been fixed in this way (e.g., a colony ship upgraded to a constructor no longer costs an extra admin). Resource costs should be handled the same way. It just makes sense.
Nope, not auto-resolve. In GC1-2 there was an option for a fleet to auto-attack, to automatically track down and attack enemy ships within range.