DivineWrath

DivineWrath

Joined Last seen Member # 2500482
65 Posts 1,059 Replies 2,136 Reputation

Heres one. Allow us to undo starbase module selection if you are building them. Sometimes I might accidentally pick the wrong starbase ring module and get an economic starbase instead of a mining. Real waste of admin points. An undo button would have been very handy.

26 Replies 69,404 Views

Well, I would like for my games to still be playable if the store goes kaput. Impulse is dead and so are my means to play any games I had with it. I also don't like being inconvenienced by DRM. Some stores are good in that regard. Right now, GOG is the store for me. I can download files and use them to install games on computers without internet connection. I'm quite sure my games will be still playable if GOG died tomorrow.

14 Replies 322,806 Views

[quote who="Philocthetes" reply="7" id="3744592"] Has anyone tried to use a hyperlane that you don't own or seen an AI use one of yours? [/quote] I have. It works whether or not if the owning faction is you, a friend, neutral, enemy, or pirate. Hypergates can't link to hypergates belonging to a different faction, but you could always try building a hypergate next to another hypergate (I haven't tested that yet). A warning. Hyperlanes are an excellent way for en

32 Replies 164,438 Views

Starbase defense and sensor modules improve your starbase's influence growth. You can play the game without building mining starbases. Most things that need resources are the starbases themselves. You can train more legions, but that process needs 5 durantium per legion. You need a military academy to train legions. Promethean is needed for the promotion of some citizen types.

6 Replies 28,139 Views

I know this was answered, but I'm mentioning it anyways. Aid Research is something only a planet with a tech capital can do. Its not the only thing like this. You can only train legions on a planet with a military academy. A military academy is now a 1-per-player improvement. As for the neutral ideology pick that prevents war for 50 turns, it seems to be working fine in my last game. Another civ got it so I couldn't invade them until it was over.

18 Replies 68,465 Views

There no pillaging trade routes in GalCiv 3. There are other differences. Trade routes have a bigger effect on relations with other civs. Civs can get offended if you're trading with an enemy or a civ with the *wrong* ideology. You also can't setup a second trade route between 2 planets. You need to setup trade routes between different combinations of planets. This includes routes established by other civs. If another civ has established a trade route between Earth and D

5 Replies 25,028 Views

Ideologies haven't had many updates (if any) since the game was first released. The population cap for worlds used to be higher. The excess population problems you're having used to be not problems. Also, planet invasions used to use population as an attack force, not legions. Having excess population was convenient.

4 Replies 26,084 Views

There will be no sign of a move bonus. You might have a ship that can travel 5 tiles per turn. Using a hyper lane to travel 1, 2, or even 3 tiles will look like you only moved 1. Its like your ships only use 1/3 of a move. As for using enemy hypergates, yes you can use them. I tend to leave enemy hypergates alone because I can use them. I have not tested mixing military starbases and hyperlanes.

9 Replies 27,375 Views

1. I don't have much experience with carriers. With the techs earlier now, I suppose I should give them a chance. 2. I'm still happy with troop modules on my cargo hulls. I make a point to clear a place out before sending my troop ships in. 3. I use sensor modules on my troop designs. I think this is a good idea. That said, I also use sensor ships to expand my sensor coverage. 4. I don't know. I've played on maps where life support range was a big deal. <

2 Replies 18,123 Views

Hypergates work more like space lanes. Any ship traveling them will have their moves doubled or more (you can research techs for more speed). There is no instantaneous teleporting. Ships will automatically use the space lanes if they think it will get them to their destination faster.

9 Replies 27,375 Views

You need the tech "Spacial Manipulation", which should be found early in the engineering tech tree. That will unlock the Hypergate Component. The ship, Stellar Architect, should be unlocked at that point, or you could design your own ship. You will then need to build 2 hypergates. Then use one to link to other to create a lane. With three, you could make a triangle, with each hypergate connecting to another hypergate.

14 Replies 56,067 Views

[quote who="lyssailcor" reply="77" id="3740112"] Another option (choice) could be to make improvements exponentially powerful. Example (simplified, not useing the actual mechanics in the game): basic factory -> 1 production advanced factory (can only be built on top of a basic factory) -> 2 production superior factory (can only be built on top of an advanced factory) -> 4 production mega factory (can only be built on top of

91 Replies 484,989 Views

Stop making the colony rush harder! I'm a player whose skilled at the colony rush. I don't appreciate efforts to nerf it. That said, I'm liking what I've read about hypergates and cargo ships. By the way, is going to be a way to control what features we from each DLC? I might want the galactic markets from Intrigue, but not the governments or crisis stuff.

91 Replies 484,989 Views

[quote who="AegisWolf78" reply="7" id="3738528"] Also, a lil clarification for us here: Cargo Ships will be just Freighter with a different role or an entire new class of ships? [/quote] I'm under the impression that it'll be something you build at ship yards and send to planets. Convert ship production to a one time boost to social production. Maybe 50 points of ship production converts to 50 points of social production. It could be 100, 200 or some other number of ship

35 Replies 178,510 Views

[quote who="Frogboy" reply="2" id="3737230"] People actually are accusing me of making up this chart. "No one is that ignorant on copyright". [/quote] I used to think that people can't be that dumb, that ignorant, or that foolish. Its a myth I had that was dispelled long ago.

152 Replies 323,906 Views

I have a suggestion. The people who might get laid off; why don't you employ them to modernize the source code for GalCiv 2? That way it can compile on modern machines. That way you can do updates to it again. At least, thats the reason I recall hearing of why GalCiv 2 no longer get updates.

71 Replies 115,716 Views