Orphaned shipyards should be able to be shut down. You shouldn't need to destroy them in order to end your turn. Its a pain to destroy them because a planet was taken and its a pain to build a new one once you take a planet back. Plus they may have some work done on a ship, so you lose that too. An alternative is to unanchor them and move them around until you take the planets back. A follow up with my exploit with tiny ships. Its possible to get fleet with 60+ logistic points mid
DivineWrath
I'm back to playing again. Right now I'm playing crusade v4.0 . Here are some of the bugs I've seen. The game doesn't provide correct population details for transports. When I'm in the ship editor, it says it has a population capacity of 3, but when I build them, I can put up to 5 legions into them. I find that I when I upgrade transports, I get 1 more legion each time. I was able to get more legions than what it was supposed to carry. There doesn't appear to
GalCiv 2 is one of my favorite games. I stopped playing for a while, but now I'm back playing it. I know that game inside and out. Unfortunately, the latest version of it isn't built to my liking, so I downloaded a mod that tries to stay true to v2.04. Unfortunately, I don't like GalCiv 3 all that much. I was hoping that it would be a better version of GalCiv 2, but for me, it appears to be a mess of features. Some of the features, such as needing admin points to build colony ships
I prefer Python, largely because I already know it, but I'll give Lua a look. I'm curious as to what kind of games you'll be able to make with Nitros. You've been teasing us with it for years.
Oh right! This was a problem. I switched 6 months ago. I got a new computer and everything. I figured it would be best to take care of this problem sooner rather than later.
Oh, by the way, this problem was fixed not too long ago. You can now change the settings so that empires surrender all planets instead of destroying them. This is disabled by default, so you will need to poke around in the game options.
I have a small request. Disable the ability of colony ships to keep an empire alive when an empire has no colonies. Its really annoying. You can't find colony ships as easily as colonized planets. The only reason I think colony ships can do this is because it was needed to make the tutorials and campaigns to work. At least that is what I remember.
Oh. I forgot that pirates are a thing. Are we supposed to be without weapons when pirates are chasing your colony ships and constructors?
I would always rush buy the shipyard first turn. I wouldn't dare imagine starting without one. Glad to have it back as default. I will miss having weapons at start. Combat ships is my default thing to autobuild when I ran out of colonizable planets and resources to nab.
New feature. Really. The GalCiv 3 devs thought that eliminating most planets an empire had would save on micromanagement. They got a lot of complaints so they added old style surrendering as an option (which is turned off as a default). Is old style the right word? Older styles of surrendering transfered starbases and ships to another empire. Destroyed empires left starbases and shipyards behind as pirate property.
From my experience, the planets destroyed don't exist anymore. No planet, no asteroids, just nothing.
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 the game will have do something like limit map sizes to p
[quote who="SchismNavigator" reply="5" id="3759449"]How would you guys feel about turn based combat though? [/quote] I wouldn't like it. I don't like when 2 different games get merged together. Usually. In this case, turn based battle using ships and managing a galactic empire can be separate games. The reason why I dislike it when games get merged is because I might feel like playing one game, but not another. A merged game will make you play both games when I might want to o
I might be alone here, but I think many of the features added in GalCiv 3 should be dropped when making GalCiv 4. I don't like planetary adjacency bonuses. I don't like resources. I don't like forming a monarchy government only to drop it for something else in 26 turns. I don't like how mass building warships become the dominant strategy. I build a starport and other stuff on every planet, so I get a lot ship production and warships. I often play civs that don't get much alternatives. I don't
What tech age you on? I took a look at the tech and found it is an age of ascension tech. You can't research stuff that is beyond your current tech age. Age of ascension is really late into the game. You can see your current tech position at the bottom of the tech screen.
I think you should put the game difficulty controls in the victory status screen. You could change the difficulty while changing victory conditions. I think it would be a better home there. As for ship names having names other than ship class, I don't like this. It make it harder to figure out a ship's class.
I would say this online community back in 2006. GalCiv 2 forums to be specific. This was after I made an account to update my game. I absorbed just about everything thing there was to know about Galciv 2. Then I got involved.
A hypergate can use its connection to connect to only 1 other hypergate, but any number of other hypergates can connect to a given hypergate.
I've accepted the fact that this game isn't going to be perfect. I prefer to stay away from fancy resource consuming weapons. Just stick to what I can mass produce. There just isn't enough antimatter to meet my needs anyways.
We could really use some way to train admin points much like how we can train new legions. Sometimes we don't get the resources we need to promote an administrator to free up room for new administrators.
OK. I changed the title of the thread from please fix to please improve... That should annoy less people.
I've played these campaigns. I'm not a big fan of them either. That said, it did do something good for me in the Dread Lords campaign. I figured out how to beat the Dread Lords. Mind you, I thought I had to take their planet in one of the early missions. Turns out the map was turned 45 degrees counter clockwise, not clockwise. I was a little confused as to why, after taking the Dread Lord world, I hadn't won yet.
I don't think you can update or upgrade the commander ship. You're stuck with what you got.
You know what, scratch undo with starbases. If I had to pick one, then I want managing fleets to work better. I want to be able to trade ships between fleets like you could in galciv 2. I want ships heading to a rally point to work better. If you have a lot of ships heading to rally point, some of those ships will not join a fleet.
Some feedback. I've been using fleets of tiny ships for a long while now. I don't have much incentive to go bigger. Tiny hulls give me the most weapons per point of logistics, and they have no maintenance. I really am not getting the incentive to go big like I did in GalCiv 2. I'm not getting that much more space each time I go up a hull size, and many ship components get bigger the larger the ship hull is. In fact, I would argue that I lose space when I go with big hull