DivineWrath

DivineWrath

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

Am I doing a bad job of explaining things the past few days? I didn't say that the new system was bad, I actually like most of the changes. What I was doing was being focused on the stuff that I thought need fixing, but it seems that I came across as being overly negative. I'll go check if all types of support ships are pulled if the conditions are right. I don't think I notice much already built ships being pulled because I use things that prevent the pull.

5 Replies 2,088 Views

Err... maybe I did a bad job of explaining things regarding to the Yor's synthetic population. You suggestions seem to resemble how things used to be. Let me try again. The Yor used to have an assembly project. This project would convert manufacturing points into population growth. For every x amount of manufacturing put into it, the population would grow by Y. I forget the exact numbers, but it might have been something like for every 20 points of manufacturing put into it, yo

8 Replies 10,252 Views

Some bugs and suggestions: ---- Starbases stealing constructors. It is possible for multiple starbases directly ordering constructors to get fewer constructors than what was ordered and for other starbases to get more than what was ordered. I call this constructor stealing. After many tests, what seems to happen is the shipyard will give the flight plan of next constructor to be built to the constructor that was just built. If a constructor is the last item in the build

5 Replies 2,088 Views

I've been seeing it myself. Not just the governor's tab. I can't do any upgrading without having to shift through a lot of ships. I don't know why they are 50+ survey, colony, or scout ships, but there are they. Also why are they just colony ships instead of colony ship M1 or M2 or some other number?

2 Replies 3,786 Views

[quote who="Noctros" reply="2" id="3533506"] Synthetic growth rate seems to have no effect. I have not seen this stat either reduce the time required for the assembly project or increase the population yield of the assembly project. Some clarification on how this stat works would be appreciated. [/quote] The game mechanics for synthetic species has changed through the betas. There used to be an assembly project where the effects of the growth depended on how much manufact

8 Replies 10,252 Views

I may have spoke too soon. Apparently you can research even more carrier modules in a later age. The escort carrier and assault carrier modules are 2 more. They are small hulls (so more room for parts), but they only spawn 3 per carrier module. The assault fighter favors having many weapons (and a little bit more speed) while the escort seems to favor defenses. Actually, a similar relationship seems exist for the drone and guardian fighters, as the drone interceptor favors speed wh

2 Replies 1,800 Views

I've played 2 games since the latest update was released. Here are some of my thoughts. ---- Some of the UI got updated. Some of it I approve of. The UI for shipyards now has mechanisms to move ships in the queue up or down the list, to update a ship in the list to the latest version, and even repeat stuff. However, I tried to update multiple ships in the queue at once and I found that I could not do that. It has to be one at a time. The UI star

2 Replies 1,800 Views

There needs to be more flexibility in designing ships. In GalCiv 2, I too have spent many many hours just editing my designs to use the latest techs. It came to be huge relief when the AI ship designer was released for the TA expansion so that the game designed ships for you. Long before that, I had switched to a system where I would choose to research multiple ship parts before updating my ship designs. It was too time consuming for me to make an update for every new ship part I got. <b

6 Replies 3,996 Views

If there is going to be a sensor cap put into to place, it has to be larger than what it was in GalCiv 2. I found that the sensor range cap (15 parsecs max) was much too small in that game. Late in the game, it was possible to build ships with speed more than twice the range of sensor ships. That made sensor technologies nearly useless.

17 Replies 67,291 Views

It is a known problem, but I haven't seen any thing done to fix it. Maybe it'll happen later. At least I think the devs know about it. I'm sure that I've reported it before. You can get up to logistics of 40 using that bug. When logistics is low, starbases, shipyards, and planets can have up to 40 logistics worth of defending ships. If your logistics is higher than that, then those places can use those values instead. The problem is that the game doesn&#3

2 Replies 2,475 Views

It used to be possible to get a tech victory. I have got tech victories. However, it doesn't seem possible right now. I was wondering if it was just the Yor, or it affected all the Civs. I keep trying to remember to report this stuff, but I keep getting distracted by other stuff and then I forget.

1 Replies 3,224 Views

The AI isn't written yet. What you have is some primitive AI that will do some things, and possibly beat you if you do something wrong. It is a place holder. Expect better AI later when they get serious about it. When at war, the AI should be uncooperative. They shouldn't be making deals unless it is very much with in their favor, nor should they be willing to sell stuff that they need to win the war. I agree with you about the frequency of diplomacy in GalCiv 2.

4 Replies 4,046 Views

I wrote a thread on it shortly after carriers showed up. It is already on its third page: https://forums.galciv3.com/460722/page/1

3 Replies 8,216 Views

@ androshalforc You're correct. An influence victory does not require that you culture flip all planets. All you need to win an influence is to have your culture (zone of control, or territory, or whatever you want to call it) to cover a percent of the galaxy. Once you control the minimum, you have to hold it for about 10 turns. Yes, it does work. I sometimes have to go and turn this victory off mid game so I can go win a conquest victory. I have on occasion had to d

10 Replies 3,120 Views

The Yor aren't just synthetic, they were rendered sentient by the Dread Lords to wipe out the Iconians. The Dread Lords knew that their enemies would be distracted by the extermination of a lesser species and would allocate resources to save them. The Yor were made to be a hostile species, not be the natural evolution of life (or whatever you want to put there). So there are a numbers of qualities that they got because of the Dread Lords that you wouldn't expect from artificial life a

8 Replies 915 Views

I think this fast assembly should be allowed for 1 patch. If people don't use it, how would they get feed back on it. Right now, it is only in an opt in patch, so the number of people playing it might be limited. I recall the devs saying something about the project is difficult for the AI to use, so there may be good reasons unrelated to removing it because the devs think the design doesn't work well. That said, I'm in the group that does miss this project. However, to

7 Replies 5,887 Views

Well, my solution is to make starbases kinda like shipyards. Shipyards get their manufacturing from planets. Since shipyards are used to produce constructors which upgrade starbases, why not eliminate the middle man? Have a starbase get it's supply strait from a planet like a shipyard does. Most of my starbases are economic starbases, 3 per inhabited star system, and most of my constructors are built locally (less micro management trouble that way). Like shipyards, I suggest th

14 Replies 45,047 Views

Yes, that appears to be it. The age mechanics has no reason for being other than game balance. At this time, I support it. If you give new players too many options, you might get many that find something that they could do that could be really powerful if pulled off, but they would make the mistake of not covering what they need to survive that long. Think trying to min/max but getting it wrong. The age system is a brick wall, one that will at least force the player to make one or more other

3 Replies 9,741 Views

The problem that I have is that you need to be involved in every step of the process to build up a starbase. You need your planet building ships, you need those ships to be constructors, you have to add to the queue each constructor you want 1 unit at a time, you then have to make sure they reach the starbase, and then you have to choose which modules to add to the starbase. The tools that you do get is the ability to use rally points, and the ability to add multiple constructor modules to a

12 Replies 60,961 Views

When I first saw projects back in the alpha, I thought that they were a tool to shift spending, not as a tool to direct manufacturing to some other goal. Run out of planet improvements to build? Then use a project to shift production to research. Research some techs required to upgrade your planet improvements, then the project is put to the end of the list and the planet starts building once more. I was disappointed later when I started checking the numbers and they weren't adding up.<br

94 Replies 3,090,376 Views

I liked the tax slider too. It gave me a single slider to work with to balance my budget. However, I keep many of my planets using different spending rates, so trying to adjust things globally will wreck many worlds. I have to adjust them 1 planet at a time until I get a balance. There are some good long term solutions, but some times you need something now, but don't want to worry about the trouble in getting it done.

8 Replies 2,592 Views

@ thenewteddy So what you're saying is that instead of picking some combination of weapons and defense and use that for a standard for your whole fleet, you want 9 ships in a fleet, 1 for each combination type you listed? I don't think that would work well. In GalCiv 2, it was possible for the opposing force to determine what would be easy kills. Range, accuracy, or formation wasn't a factor, as any ship could target any opposing ship without difficulty. Each

12 Replies 72,789 Views

I was thinking of holding off on critiquing the removal the assembly project until I tried this alternative where we do without it. However, I agree with peregrine23. Removing the assembly project and replacing it the fast assembly half-project isn't the answer. What I think we really need is some mechanism to be notified when a planet is finished assembling its population, and/or the means to put a project after the assembly project so we don't waste production. If the pop

33 Replies 69,290 Views

The Paladin would be reasonably effective as the balanced approach shifts 2/3rds of the weapons and defenses into other types. You are ensured that at least 2/3rds of your weapons, and 1/3 of your defense is effective against what your opponent has. In addition, the square root of the off-type defenses would apply to defense. However, a Paladin would lose its effectiveness if pitted against another Paladin, as it would be facing off against a similar build so it wouldn't have a

12 Replies 72,789 Views