PalaceGuardian

PalaceGuardian

Joined Member # 3466700
31 Posts 141 Replies 13,794 Reputation

This needs to be brought back at least in a limited form. When another civilization creates a colony on a planet in a system where I have a core world, I should have immediate options other than war. Negotiating for the planet is best. Influence was always my least liked part of this game and waiting dozen of turns and creating cultural starbases to take over a minor colony is tiresome.

11 Replies 27,933 Views

Also it would be even cooler if I could pin a small window like that on the map screen I could minimize or remove if desired. Also allow a small movable window for my advisors. I want to keep them open on my map screen without having to close them to see my fleets. In other words I want the ability to clutter my screen with usable information in small boxes I want to always see without clicking somewhere distracting from my immersion to see it.

16 Replies 75,249 Views

I looked at key binding and didnt see anything that could cause that nor did I change any keys. Everything is default. Happens every turn and has had devastating consequences for my game. Most recently I moved an unprotected new transport ship from a colony to its max movement, two hexes away from a planet I had under siege. I intended to break off two of my besieging ships from my fleet to protect it after my transport moved as its not easily evident where a ship's fin

4 Replies 7,801 Views

Ok this Auto End Turn garbage after I've moved all my ships has to go away. When I want my turn to end I'll press the button. After I move my fleets I want to manage the other aspects of my empire such as double checking the map for anything I may need to address, rush building ships, queuing ships in my builder, designing new ships, and buying leaders, etc. Give me the option to turn auto end turn off.

4 Replies 7,801 Views

In the civilization builder on the Description and Startup Screen blocks you cannot scroll down to read if you add more text than the size of the window. I added about a sentence more than was visible in the civ builder. When you start the game it does however populate and display correctly. Fixing grammatical and spelling errors is difficult when I cannot see them until I start the game, then trying to fix them blind in the civ builder when exiting is a chore. This is a twenty second

0 Replies 1,609 Views

I finally was able to get this game[e digicons]:grin:[/e] . I just installed Epic and now I see in my library GalCiv4 and GalCiv4 Test Edition. What is Test Edition? And should I install it? Or has its day passed?

1 Replies 13,346 Views

[quote who="gypsy2299" reply="6" id="3883515"] This is a common problem with most if not all games. It happens in the Civ games and GC I-III as well it just is not as irritating. Many people complain that the jump from unit to unit is random, I believe that it is mostly by the order of build also. [/quote] Sounds like GalCiv4's Sector system would make this an easier fix compared to other games. No need for an algorithm to run de

8 Replies 19,382 Views

What a great feeling. I haven't touched my all in one hp in years. Turn it on and the second day I think, I wonder what is new at Stardock. I head over and what do I find? The newest iteration of one of my two top computer game series! Galactic Civilizations IV !!! And it has been out for months!?!?! And I have not heard?! Then I think oh no! I wonder if my computer can handle it? I check the specs and everything looks good I know I have 16 gb of RAM, an iCore 7 but then I see the graphics ca

1 Replies 24,049 Views

[quote quoting="post"] I imagine the Star Control fanbase will not be encouraged to hear Stardock is suing and blocking Fred and Paul from making the next game [/quote] I believe the wider gaming community sees Paul and Fred as miserable sorry old has beens without a legal leg to stand on. Reading the email exchanges between the two parties is eye opening. Stardock gives too much undue credit and respect to Paul & Fred. F-em.

8 Replies 53,031 Views

Hello Volare, no, there is not a bug. But there is a large learning curve. I recommend dropping the AI down a notch until you have a better grasp of the mechanics and are able to formulate a competitive strategy. Strategies differ. I only play Godlike, and in the early rush for colonies I rush build my shipyard first turn from my homeworld and then rush build a light colonyship I designed from that shipyard. After selecting your starting ship, Press and hold the

5 Replies 17,952 Views

Templates are for ship designs minus components, which as I understand the word component means the following; engines, armaments, defenses, sensors, etc. Their placement is saved if you select it as a design. Templates are for the architectural aspect of the ship only. Now if you are having an issue with a custom architectural ship part, that is a different story.

4 Replies 12,241 Views

[quote who="mortili" reply="20" id="3717108"] ships are actually more a problem of cpu (pathfinding), [/quote] Seems like that could be worked around as well. No reason to pathfind the precise route of a ship/fleet beyond two sectors of its movement ability per turn and it's final destination sector or two, substituting the middle of it's route with a sector route instead of precise hex until it moves closer.

25 Replies 180,852 Views

What is the largest consumer of the processor and RAM on a ludicrous or insane map? Is it not influence being calculated for all the thousands of tiles and for all the players? Why not nerf influence on these massive maps, as that's only part of the game. Severely restrict it to x tiles from it's source. I want even more massive maps than you have made and dont give a hoot about influence. Turn it completely off for all I care.

25 Replies 180,852 Views

[quote who="Nadiox" reply="2" id="3716294"] Quoting Horemvore, reply 1 How do you expect some one to know what the problem is with: "I've been trying to make a few tweaks to planetary improvement stats, but none of my changes to improvementdefs ever appear in game, even though alterations to other files will." ?

10 Replies 12,653 Views

[quote who="Derek Paxton" reply="74" id="3716471"] ....It does look like that you could build more than one player wonder if you: Build a player wonder. Lose the planet the player wonder is on (this allows you to build it again). Build another copy of the player wonder. Retake the planet with the original wonder on it. Is that wh

91 Replies 423,382 Views

Im a couple hundred turns into v3.02 Crusade, and I am ranked 2nd militarily with the Torians whom I have friendly relations ranked 1st. Im playing against two of each of the Stock AI Civs on a Ludicrous Godlike Map. Every fifty turns or so a dozen weak AI players declare war on me the same turn for an unknown reason (I have not invaded anyone's homeland, or anyone at all). The AI message is something about they know what I am up to. Anyway, after the brief turn limit where diplomacy is restr

3 Replies 24,669 Views

(No Mods) Bug 1. After promoting a commander to my fleet the command ship has no bonus stats, neither does it have any after promoting to Admiral. Bug 2. (Exploit) You may promote a commander to Privateer and attack with him until his movement is gone then decommission him sending him to the pool, then add the commander to the same or new fleet and promote him again to Privateer

0 Replies 14,236 Views