AdamMG

AdamMG

Joined Member # 6817027
19 Posts 387 Replies 14,707 Reputation

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

32 Replies 300,970 Views

[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.

22 Replies 80,811 Views

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.

10 Replies 17,047 Views

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.

36 Replies 82,683 Views

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.

36 Replies 82,683 Views

[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

26 Replies 246,819 Views

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)

36 Replies 82,683 Views

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

36 Replies 82,683 Views

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

14 Replies 56,413 Views

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

13 Replies 110,481 Views

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.

13 Replies 110,481 Views

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.

13 Replies 110,481 Views

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.

9 Replies 12,551 Views