DivineWrath

DivineWrath

Joined Last seen Member # 2500482
62 Posts 894 Replies 2,136 Reputation

Welcome! 2. There should be a manage button. It will show itself when you select a tile that have 2 or more ships/fleets. From there you can disband a fleet to free up ships and select multiple ships to create a fleet. You will need to hold shift to select multiple ships and fleets. 3. You can hover the cursor over a ship. You should get information on its stats and health. 4. There are no way points. It would be nice if they were included. You can

9 Replies 36,072 Views

OK, I see what you meant now. Yeah we don't have the means to clear all ship build queues.

28 Replies 108,037 Views

[quote]2. - Add a "Build Nothing" option for shipyards in the Governor Commands screen [/quote] Isn't that already in? Try looking at the bottom left side of the screen. "Don't notify when queue is empty" As for my wishlist, I would like tools that would favor large empires. No large empire penalty, rally points that makes it easy to form fleets from ships produced at multiple shipyards, undo administrators (I think it was a bad idea), etc. I woul

28 Replies 108,037 Views

I figured that I would provide some more feedback on what I've seen. I've been playing this game lots lately. Prototype weapons. At first I didn't like them because of the resource cost, but now I can see myself possibly swearing by them. I have used them to devastating effect. They give substantial firepower early in the game. You can start building them as early as your first tech, and build up a significant fighting force by the time you can start researching planet

50 Replies 193,753 Views

I don't use rally points much right now. I've tried to use them to send produced ships from a group of shipyards to the same place to form fleets, but they don't always form fleets. I would very much like it if they formed fleets and don't bother me until a fleet is ready.

6 Replies 37,617 Views

I tend to use 20/20/60 in favor of research. I find that having a tech advantage pays off in the long run. It might take a while to build ships, but they tend to be high quality when they're built. Having a few military resources also helps. I don't deviate from that spending rate very often. I might favor military spending early in the game to win the colony rush, or I might wind up in a war with too few ships. A large fleet size can even the odds in ways that tech isn&#39

8 Replies 84,487 Views

[quote who="LloydsGamble" reply="4" id="3670429"] 1. I've heard that the original Dread Lords campaign is near impossible to beat because it was designed around an old combat system that was changed. Does anyone know if this was ever fixed? For the record, I am using the 'Autumn Twilight' mod and the creator has included versions of the campaigns compatible with his mod, but not sure if it fixes the combat issues. [/quote] They can be beat. Its just harde

8 Replies 84,487 Views

I think I may have found out how to judge "ripe for conquest". Instead of using the power tab, use graphs. There you should be able to click military power. The graph should allow you to eye ball how strong or weak your military is to someone else. I haven't been watching that graph for very long, but I think it works. I had a lot of planets (I was really lucky and aggressive), so my overall power was much greater than those who considered me ripe for conquest. It was only when

50 Replies 193,753 Views

I was quite knowledgeable back in the day. I'll help answer questions. A planet at the far back of your empire isn't going to help your influence to grow. Its influence is going to over lap with other planets between it and the edge of your empire. There is a practical limit to how big a planet's influence will grow. Its not going to produce points over time and slowly grow like it does in GalCiv 3. Its strength and range is going to be determined by a number

8 Replies 84,487 Views

Well, I played a map where I tried to use resources to make combat ships whenever possible. I found that prototype weapons were competitive with the second last weapons, same firepower but cheaper in price (unless you count resources as expensive). I ended up focusing on elerium for beam weapons. My first opponent ended up being the Krynn who was also using elerium weapons. I even went so far as to destroy a few of their starbases so I could claim their elerium for my own. Prototype weapons,

50 Replies 193,753 Views

Alright, thanks. That clears things up. Moving on. Anyone have any experience with any of the more exotic ship modules? Such as increased accuracy, increased range, or repair. Are any of them worth it? How about experience with ship equipment that requires special resources? Is it worth while to build prototype weapons? What about fleet stuff that uses resources?

50 Replies 193,753 Views

Questions about defenses. Do off-type defense do any thing in battle? I have the impression that it does nothing. How does does defenses work? I find it difficult to get good information on this. Ah hell. Might as well explain to me ship combat works. Start to finish.

50 Replies 193,753 Views

Rally points didn't work as well as I hoped. I had a bunch of shipyards point to the same rally point. I wanted them to form fleets there, but often they would sit there as separate ships. If I wanted them to be in fleets, I had to get involved make the fleets myself. I tested one of the repair modules "Structural Enhancement". It does work, repairing a ship slowly while in battle. However, it didn't seem to have any effect outside of battle. I was hoping for it to fully re

50 Replies 193,753 Views

-I can't get information on the health of my ships in my fleets. In GalCiv 2 all ships were a list going down, with hp to the side. Right now, I have to hover my mouse over each ship, 1 by 1, to determine whether or not they are damaged. -I don't like the specialization techs. I don't like how I can only pick one. -When assigning sponsors for a new shipyard, why can't I keep clicking assign? Nearby planets that are close enough to have no production decay are at the

50 Replies 193,753 Views

I forgot about upgrading ships through the governor screen. Unfortunately, it doesn't seem to tell me if the range of my ships increase. I have to go out of my to get the range of my existing ships and compare to what I can build. A trick I figured out is, if you order your ship to guard right after it leaves the shipyard, it will form a fleet at its location. Every new ship will try to join this fleet. Once its full, you can start over. -Why does weapon techs (first

50 Replies 193,753 Views

Thanks for the replies. -I had filled a mining starbase with as many ships as I could for defense. I then queued upgrades for that starbase. When constructors showed up to do upgrades, it told me that the starbase had too many ships. I found that I had to move my defense ships before I could get upgrades. I would have liked to get the upgrades with needing to move my ships. -Is there any way to tell the ship designer to favor 1 defense type over another? The ships seem to use

50 Replies 193,753 Views

-When taking back a planet using planet invasion, it would be nice if the planet would return to being a sponsor of shipyard. Right now you have edit sponsors for a shipyard. -Ships auto eject from shipyard when built. You can't store them for later. You have to deal with them before you can end your turn. -Too many things in the planet build queue. I have to scroll around a bit to get the entertainment centers. -Ship paths don't show details well. Green should be used

50 Replies 193,753 Views

This will be a list of problems that I have with GalCiv 3. For a while, I've been finding it difficult to put into words reasons why I don't like this game. Instead of waiting for my writers block to pass, I'll be posting stuff that I think could be improved. They are in no particular order. I'll be posting as I think of them. -I can't upgrade ships easily. When I want to upgrade ships in a fleet, I have to do it one at a time. The ships break away from the flee

50 Replies 193,753 Views

I wanted a game that brought GalCiv 2 the modern era. Better graphics, more memory, new game engine, bug fixes that never got in, etc. Unfortunately it seems that the sequel isn't it. Crusade even less so. Is there any hope for GalCiv 2 remake? Sorry for being a buzzkill. I just can't seem to get into GalCiv 3.

76 Replies 508,465 Views

I don't like the idea of administrators limiting the number of starbases you can build. I may not have played this game as much as others, but my experience has shown me that spamming constructors and starbases is a good way to fall behind on military ship construction. Shouldn't this and starbase maintenance be factors that limit how many starbases you build?

93 Replies 594,207 Views

[quote who="Publius of NV" reply="29" id="3658207"]There's a mod available that allows you to research all specializations.[/quote] I'll go look for it then. Thanks!

53 Replies 356,030 Views

I have my own gripes about this game. It just enjoy it like I did in GalCiv 2. A few months ago, I played more GalCiv 2 than I've ever played of GalCiv 3. The magic GalCiv 3 should have isn't there. I feel that the gameplay that I should be enjoying is stuck behind features that I don't like and features that slow the game down. I don't like planet improvement adjacency bonuses. I think it gives planets too much attention in the game. I'm a player that likes to

53 Replies 356,030 Views