How cute! :grin: He is worried that this might be a bad idea. Seriously though. It is a good idea. A great many GalCiv 2 vets would swear by this. In GalCiv 2, you roll your attack and roll your defense. For instance, if you had an attack of 100, you could get a number ranging from 100 to 0; the result would be the damage you would do to the enemy ship (after defenses reduce damage). Likewise, for every attack against you, you would roll your defense, and then you would subtract th
DivineWrath
You pointed me to that link a few days ago in a different thread. I finished reading it before writing my above post. Thanks for the link though. I plan to make use of it soon.
Most of the species in the game are human like for various reasons stated in the game's lore. I don't have links handy, nor do I intend make a long post (I'm not up to it today), so please just accept that humans are what most species biologically evolve to become like (some are more human like than others). It is unlikely that the different intelligent species in the galaxy would develop flashing colors for communication (or other exotic communication organs) when spea
First off, production is a used term for something else in this game. You seem to be using that word every time you should be saying manufacturing. Production is what you split to get manufacturing, research, or economics. Not trying to be a pain, it just confused me a first. The governor window for planets will probably get a fix at some point. I think the devs have said something about that in one of their dev streams. I too have problems with micromanagement. I could
Some info for this kind of stuff would be handy. If I see something like a research capital, I tend to assume that it is one per civ thing because that is how it was back in GalCiv 2. However, when I did something different and played as the Drengin, I found out that the black market is one per planet thing instead of being part of an alternate form of markets that focused on being corruption instead fair competition.
I'm sorry. Did I misread your post? I've been reading a lot the past few days, so I might be a little tired. I know that I was trying to answer a question for someone just recently, who asked if they needed medium hulls and survey modules to get a survey ship.
There is a difference between ship designs and ship blueprints. When you design your own ships, you are making designs. These designs are very precise, such as 5 harpoon missiles, 2 ion drives, 3 life support, 1 sensor, etc. They do not update unless you update them by making a new design. Obsoleting those designs is also your job. It is a very hands on, manual way of doing things. A ship blueprint however, takes a more meta view of what it means to be a certain kind of
Survey ships are the only class of ships that the AI ship designer will consistently design ships with survey modules in mind. If you want some other kind of ship to be equipped with survey modules, you are going to have to build that design yourself. Its been asked a few times for the ability for players to design their own class of ships, much like how rangers, troop transports, or survey ships are their own class. For instance, a survey ship is medium hull with a survey mo
I hadn't noticed. The UP in its current state annoys me so much that I keep it off. I'll try to remember to turn it back on to check it out. That said, I often find that the AI's influence tends to be much stronger than what it should be. I have on many occasions, found that I have to go out of my to attack the AIs because their influence threatens my colonies. However, not long after, my recently conquered colonies are threatened by foreign influence, and taking them h
1. In GalCiv 2, you could activate the guard command by pressing 'g', or automate a ship by pressing 'a' (what it does depends on the equipment, a survey ship might go out an survey). There were many other ,keyboard shortcuts, the complete list is here: https://www.galciv.wikia.com/wiki/Keyboard_shortcuts 3. You can not use upgrade to change the hull size of ships. It was like that in the previous game, GalCiv 2. In GalCiv 3, a survey ship is a medium hull, whi
I submitted some save files for the influence bugs, and some instruction on how to encounter the bugs. I took care to make sure that the bugs can be reproduced in no more than 12 turns. The ticket number is: #JHW-661-98717 It should cover: -Influence warping in weird ways so that strips of foreign influence will cover your planets. -Recently conquered planets not producing enough influence to push back another civilization's influence so they don't cult
My bad. It seems that I missed the part about it being unreleased. I wasted time trying to verify my installation.
Well now the devs are asking for saves that show this problem, so keep reporting this problem until you see it no more.
For influence bugs, would beta 4 saves be useful, or do you want beta 4 patch 1 saves? I may not have such saves ready to go, but I do have some old game saves that will likely get such problems. It would be easy to save them after the influence problems show up.
The image doesn't show correctly on the forums, but I'm able to click on it and get to show correctly in a new tab. Anyways, yeah, the starbase UI could use work. Your suggestion would show you every local thing (that is not a ship) that could potentially be affect by the starbase. Something like that could be helpful when starting out, so you could decide how to specialize. Something that I would like is to be able to see (from the starbase screen) is a small ma
Influence warping in weird ways is a known problem, but thanks for reporting it anyways.
Hmm... I've played GalCiv 2 so much that I already know what the logistics numbers for ship sizes are. I hadn't considered that it might not be known by someone else. The only problem that I got with them is that they call the hull sizes by different names, so a large ship is capital (it is the only one that I know at the time). Anyways, the logistics values: Tiny - 2 Small - 3 Medium - 5 Large - 7 Huge - 10 Cargo - 6 (it is the only one differ
Most terraforming techs are for increasing the PQ of your worlds. However, beta 4 has introduced some techs along the terraforming path for improving your ability to colonize extreme worlds. I've only played as the Yor for beta 4, so I don't actually it is true for other civs.
Please delete.
They would be using the starter beam weapons. We don't have the means to change what fighters use right now. I did make a post on carriers, showing the results of my tests. Other people have posted their results as well. https://forums.galciv3.com/460722/page/1/#3518704
Omg. They're more than meets the eye. By the way, how programmable are the blocks in the ship editor? I haven't played much with it since the game designs reasonably good ships for me. That said, this might be enough to tempt me to go play with things. It would be fun to have ships that could have 3 transformations, or choose a form based upon what it needs. Edit: You know what, if our options are limited at the time of this game's release, I might
The shipyard is sorted by combat hull first, hull size second. So tiny on top to huge on bottom. Cargo hulls are even further down since they are not combat ships. After that, it is more alphabetical, with constructors being above transports. Ship designer, I think it is all alphabetical (I don't go there much). I know that is different because I can't find the ships that I'm looking for when I want to redesign the AI designed ships. If I go look for a medium hull missi
Back in the GalCiv 2 original release, players would often design fancy ships, but then they would add advanced weapons to them. The fancy weapons added to the techs needed to unlock the ship in later games when they started over, so the cool ship designs would be unavailable until they researched the same techs needed to build the originals. To solve this problem, players started saving fancy ship designs without any components, so the only prerequisite would the be techs needed for the hull
I got it too at one point. It was a class 0 planet. I was surprised when I saw it. However, after saving and reloading the game, I lost it. It sorta became a class 0 that looked like I colonized it, except I couldn't get the colony screen. It unfortunately didn't have the resource it once provided. The description of the video event said something about improving sensors. I wonder what they'll be tied with.
Hmm... Maybe if we went with drones instead of fighters, we could down size the ships that the carriers spawn. Less hit points, less room for weapons and defenses, make them faster... I have noticed that these is room set aside on the tech trees for cloaking technology. Maybe cloaking technology should be the bane of carriers. If you don't know if the enemy is coming, then you can't deploy fighters before the battle begins. The carriers would then have to survive assault wh