[0.61] A few issues

I'm liking all the new additions and adjustments to GalCiv 3!  I've already seen and given feedback on the terraforming, and Tech Ages, so I'll skip those. 

 

I have noticed that there are a lot of text-related problems though.  Typos, misspellings, overlay issues, and so forth.  I hope these get proofread/updated soon!

I also have a problem where when I culture flip a planet, any ships that were docked there from the previous civilization remain docked, and I can't eject them.  They also leave behind their shipyards and so forth.  I think that those should start moving back to their civ's ZoC as soon as the planet is flipped.

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Reply #1 Top

Oh, and I'd also like to be able to see how many ships are docked in a shipyard or starbase in the hovertext, rather than having to click on it first, if possible.

Reply #2 Top

The text issues are well known --- I myself submitted a ticket on it and I was informed they are working on it with no ETA.   Sometimes they are just annoying but other times I can't figure things I need to understand.   Hopefully the January patch will  help with this.


In my experience enemy starbases and shipyards remain there and unusable, as you say.  If I have defeated the last colony of the empire, then remaining ships become pirates.    I have to DoW on the pirates to eliminate any of this stuff.   I have also noticed at least once that an Empire I had totally defeated continued to ask me for peace in the diplomatic channel.    So I agreed, I figured if they are dead, let them rest in peace.    I feel confident that the results of combat will be much improved in the next beta patch, where hopefully we will also see the combat viewer.

I might mention that although tactical decision making will not be featured, I think seeing what happens in the viewer may be critical for understanding why you are winning/losing.

Having the fleet size register in a bubble without clicking sounds very good, I tend to have to do a lot of clicking.   But I have an alternative...couldn't this be included in the planet list on the right?   Might have advantages/disadvantages, but it sound like the programming required might be a lot less (just guessing).


Reply #3 Top

Didn't understand what you said about pirates. I didn't like the way galactic civilizations two really had no pirates hopefully they fixed that by having pirates. Like most things they could always be made better.

Reply #4 Top

Most of the time when I have killed off an empire (last colony taken over) there are a few enemy ships left, and they do not disappear, they become pirates.    At least that is what I conclude, as when I attack them I get a message that I have to declare war on the pirates to attack them.   Kind of a weird mechanic as I was just fighting the same ships, and then because their empire fails, I have to declare war again to attack them.  I have killed pirates several times, however, I don't know if, for example, they will attack me at any point if I let them go.

 I expect that pirates will be much more fully fleshed out as we go along (or possibly, if they can't be worked in, dropped completely - don't what that!)    Pirates could possibly prove useful in some ways if they spawned spontaneously from the start of the game.  (Of course there should be a way of managing how often in the options, just like barbarians in Civ).    First, they would provide a reason for guarding trade routes.   Not sure how that would work though.   Secondly, they might be a brake on reckless colony expansion, e.g., unguarded colony ships would be highly vulnerable.   And they would provide a reason for early garrisons of planets, shipyards, and starbases.



Reply #5 Top

If you have a planet building Economic Stimulus, Research Project, Cultural Festival, etc, and a nearby anomaly gives it the Rushed status, it prevents anything that you add to your build queue from that time on from being built.  The status just stays as Rushed on that never-ending project, and never starts on any of the others.

Reply #6 Top

That sounds like a bug about rushed production.

Reply #7 Top

The realism argument about small ships blowing up space stations relatively quickly falls flat.

The W33 was an American nuclear artillery shell, fired from an 8 inch (203 mm) M110 howitzer and M115 howitzer.

The W33 is the third known model of gun-type fission weapons to have been detonated as a test. The W33 was tested twice, first in Operation Plumbbob Laplace, on September 8, 1957 (yield of 1 kt),[5] and the TX-33Y2 in Operation Nougat Aardvark on May 12, 1962, with a yield of 40 kilotons.[6][7]

Neither test involved firing a W33 from an actual howitzer. Laplace Plumbob was test fired with the device hanging from a balloon at an altitude of 750 feet. Nougat Aardvark was test fired underground, at a depth of 1,424 feet.
http://en.m.wikipedia.org/wiki/W33_(nuclear_weapon)

 

since some people think realism in a game about various biological & synthetic races developing galactic empires, I figured defeating it with a shot of 1950's tech. Would be fitting.


Sent from my Windows Phone

Reply #8 Top

Er, I think you might be posting to the wrong thread?