So, in my current game, I'm on turn 184, and I never got around to researching subspace streaming. A few turns back, one faction surrendered to another and gave me their planets in a different sector of the galaxy. I cannot move any ships built in that sector because I have not yet researched subspace streaming. I think this is a bit odd... probably not a bug, but maybe an unintended consequence of a design choice.
ScrivenerOfLight
Sometimes the population cap shown is rounded up from a half point--but you cannot get half a citizen. You can check this by hovering over the population bar.
[quote who="Frogboy" reply="28" id="3849180"] It’s a lot easier to play GalCiv IV tall than any previous version imo. [/quote] I guess I just haven't figured that out yet... I'll give it another shot ;)
I don't think it takes a forensic analysis to detect that the reviewer had some negative bias toward the game--it just seemed to me that this wasn't the kind of game he is interested in. That said, sometimes the hard thing about being criticized is getting past being defensive and seeing whatever is true in the criticism. I assume that the dev team isn't fond of this review, and I would completely understand them being defensive about it. But I hope they can see the elements of truth
I like those ideas, Frogboy. In addition to auto attacking enemies, maybe they could stock ranged missiles for tactical ranged attacks within their area of effect? I've never built a military starbase since I saw no point... so maybe they have modules that do these things already, but here are a few more ideas: 1. Modules that interfere with enemy defenses 2. Modules that provide bonuses to friendly defenses 3. Modules that increase logistics within their area
I mentioned this one or two versions back, and maybe it is working as designed... at least in part. When I move a leader from a Minister slot back to the Unassigned Leaders section, loyalty is reduced by 10. Specifically, the leader gains a -10 "Unassigned Leader" penalty. This doesn't bother me. I believe there are two bugs here: 1. This penalty transfers back to the Minister slot. If you move the leader from the Unassigned Leader position back to the Minister
I'm getting a stacking -10 penalty to leader loyalty every time I remove and replace them as ministers. That was not happening before the update. If this is not a bug, (1) I'm not a fan, and (2) it is not sufficiently explained via tooltip (e.g., just shows "Minister (3) -10" and applies -30 loyalty). Loving the update otherwise.
I had this happen on earth on my second or third game--it became a colony randomly on or about turn six. All but one of the citizens on earth was missing... I posted about this at the time on the main live branch thread (reply #26).
I mentioned this earlier, but want to chime in on the current conversation around randomized techs. Having been seriously frustrated by not having access to any of the green biology/colonization techs for something like 160 turns (with rerolls every time), the randomization definitely needs some fine tuning or some slight redesign. I have never played Stellaris, so before reading the posts above that reference it, I had no idea how its research system works. That said, I was a
1. I like the randomized technology selection system generally, but even with the rerolling, I didn't get Xeno Biology until turn 160. I'm not sure if there could be somewhat less randomness, randomness within categories, or some other mechanism to help ensure certain important technologies don't get lost in the RNG. 2. The ability to rearrange manufacturing queues is a bit touchy. It would be nice to have a cursor line or some other indicator that bounces to whatever position the gra
[quote who="Seilore" reply="30" id="3809288"] It's hard to tell with a static picture, however, the icons on the top of the screen starting w/ harmony crystals keep glitching out [/quote] I noticed the same thing... though I only noticed it when executing a turn. Are you saying this is happening in your game at random times/all the time?
Not sure what caused this, but at turn 6, Earth is no longer a core world and has no governor... I was able to assign one of my ministers as governor, and the improvements and queue is just as it was. All but one of my citizens formerly on Earth have gone missing. The top right is showing 1/0 citizens, with the Next Citizen ready in 13 turns.
I've played a few turns and noticed a few minor issues not already mentioned above. But first, I have to say I like the overall look and feel of the game. It holds true to its origins but provides a fresh and in many ways streamlined experience. This being alpha, I have high hopes for what this game will blossom into. 1. When you double click a ship and go into its info screen, only the lower half of the "Done" button works. If you hover your mouse over the top half of the button, it
This has been a bug since... forever. For as long as I can remember. I think it has existed since the base game was released. And it has been mentioned... But maybe they'll fix it now?
Yeah, I noticed this right away and turned of the no FOW mechanic. I also noticed the FOW bug with fast ships (leaving skipped sections) is back (at least, I thought that got fixed once upon a time...)
The trade exploit has been in the game from the beginning, or at least for as long as I can remember. I believe I mentioned it on here and/or in the Discord channel (probably more than a year ago), but it never got traction. I just try to exercise self control and not rob a dead race for all it's worth...
As a hobbyist programmer/game designer, I would echo the sentiments of both SchismNavigator and Chronopolize. I love working in Unity because it is relatively intuitive but with vast flexibility and tons of online resources. Early on, I relied heavily on free resources to augment my ideas, and these can typically be tweaked. Good free resources can provide a starting point for having something functional that you can tweak and learn from. Also, there are tons of high quality v
From a strategy-game perspective, open space can serve as a buffer between my territory and that of other factions. I'm not sure how the proposed map and travel system for GCIV will change the feel of proximity between factions--it may have little practical impact or it might make everything feel too tightly connected. My hope is that there will be enough flexibility in galaxy setup options that those that want virtually no in-between space can have that, and those that want some empt
[quote who="Frogboy" reply="76" id="3760509"] You are only dealing with about a dozen colonies. The other planets are, effectively, just resources. [/quote] One concern I have, and maybe it's unfounded, is that the galaxy will lose some character/interest. In GCIII, I enjoy managing colonies, and each colony or system takes on a certain... personality. I often use this "personality" to name hypergates, and it helps me keep my bearings in the galactic map. The w
[quote who="Horemvore" reply="74" id="3760507"] Yep as we thought, choke points. Well I wish you well on that project. (I will not be seeing it). [/quote] I'm not convinced that the map system Frogboy is proposing is bad because of "choke points"--as long as there is a way around them, which he has already mentioned. In real geography and historic military fortification, choke points exist. The whole point of building in certain places was to create choke points that
[quote who="DivineWrath" reply="46" id="3760300"] While you could do auto-resolve, I find that it gets results that are significantly worse than what you could get if you fought the battle yourself. On a related thought, fighting the battles yourself might not mix well on large maps, especially the insane ones. Bigger maps would mean more fleets, which in turn mean more battles, which then will slow turns down to a crawl. I think it'll make any game a real chore to play, or th
Great post, Gauntlet. And great mod, as always. [quote who="Gauntlet03" reply="1382" id="3759671"] Some of it was a failure though. Mod support never came... and the remnants of that broken promise lie forgotten in tiny corners of the floor, having been swept away by exciting prospects... that also never truly materialized... Mod support on steam A working map editor A campaign editor Fleet editor A Flavor Text editor Most of these were deli
When you get down to it, few ideas are truly original. It is how the ideas come together and are executed that matters, as has been said. As far as I know, drawing upon ideas from other games is, essentially, what has been happening from the beginning. And the games that did something "first" were probably just borrowing the idea from something else (e.g., real life, fiction, a board game, etc.). Even ideas that feel original you can say, "It's kind of like this, and kind of like that
This has been a bug for a while. Unless I'm missing something, the game should be reading the file from the DLC folder of Crusade (if you have that expansion), and if so, there are more issues than just the one planet. The production for PrecursorTreasury, PrecursorQuarantine, and PrecursorExperimentalWorld go from 1 to 5 to 3. (I have a folder for DLC4 in Retribution, but no files in it... so I'm pretty sure the Crusade version is the one the game uses rather than the DL
Lol, Publius. Enter key get stuck? As to your post... I haven't got to any surrenders in 3.9, yet, but in my last game, an ally surrendered and awarded me about a dozen planets. Some were very nice. It would be a shame to lose them. (I think I was playing on Normal difficulty.) I'm not sure if 3.9 also changed the point at which factions surrender, and if not, then I could see a large number of planets being lost. And I do play with stars on rare and planets/habitable planets