DivineWrath

DivineWrath

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

[quote] Not sure if it is the same as #25, but I found that when the AI send a freighter to me it takes one of my trade routes away. Example, I have 1 trade route available, I send a freighter to another planet. while it is on the way, another AI lands a freighter on one of my worlds. When my freighter arrives, I get the error that i have no more trade routes available. I have a save game file available if needed to support a trouble ticket. [/quote] <br

98 Replies 230,277 Views

There have been worlds that would crash if I did stuff with them, or even just looked at them funny. I tried to figure out why it was doing that, but I couldn't figure it out to my satisfaction (to figure out how to make it crash 100% of the time). If the common problem is that they are barren worlds, then that helps a great deal. I just checked and those worlds that were giving me grief are indeed the barren type.

8 Replies 23,596 Views

They're probably referring to something that you could do back in GalCiv 2. Back in one of the patches, they added a starbase module that could be used to repair 20 hit points (you could use it as many times as you needed to). I haven't seen such a module for GalCiv 3, so this might not be an option (unless the devs add one).

10 Replies 12,136 Views

I noticed that. I figured the fast assembly would be useful because the assembly project does not stop on its own, but this half project would. You just need to add enough to the queue to max out the population. Of course the bug is that if you over shot, you get to keep it. Not only that, you can still add more even when you are over the limit. I managed to get over 100 population exploiting this. Mind you, after seeing that, I did some testing and got similar results when I tried

4 Replies 5,913 Views

I managed to do a reversal against the AI. For 2 of my planets that I had near the AIs, I made them influence worlds from the very first moment my colony ships landed on them. I eventually culture flipped every world that 2 civilizations had, one of which were the Krynn (which are supposed to have good influence). I didn't get much wonky culturing borders going on. I did go out of my way to build as much influence planet improvements as I could, and made sure to research the required tech

25 Replies 123,100 Views

I had some time to think things over. Not only are the fighters a deadly source of offense, but they are also a powerful source of defense. The fighters get shot at before the carriers do, and they have the potential to kill the enemy units before the enemies get a chance to fire upon the carriers. By the time the carriers themselves arrive, the battle is probably over. They're also better than normal defenses and hit points. Defenses has a risk of not blocking all damage but i

74 Replies 275,671 Views

You can also change the spending on your colony so it is not producing any manufacturing points. If you are not producing manufacturing points, then the game has no reason to make sure you spend it. Alternatively, you could shift all manufacturing points to the shipyard to produce ships. You can change the spendings of a planet independently of the empire spending, so the whole empire might be doing research except these planets.

10 Replies 14,114 Views

As much as I don't like not being able to build ships directly from a planet, it should be noted that you would still be fighting an up hill battle even if that was allowed. In GalCiv 2, you needed to make fleets. A lone ship would not fare well against a fleet of ships. A fleet of ships could quickly kill a lone ship and would give the lone ship little time to fire back. The ability to win battles quickly is arguably just as important as bringing plenty of firepower and defenses. If you

6 Replies 3,325 Views

[quote who="androshalforc" reply="4" id="3518304"] umm you're aware that the term nerfed means weakened right? because the assembly project got so much of a boost its game-breakingly overpowered [/quote] Yes, I know what nerfed means. I used it because I think that it got weaker, not stronger. Hmm... I could be wrong. I couldn't find my previous notes. Let me check again. I was sure that it was 1 pop per 10 manufacturing... No wait, it used to

12 Replies 23,505 Views

There were many problems that I had with the game I had last night. 2 of them deal with managing units in the field. The first problem is selecting units in a group in the field or orbiting starbases. I had a bunch of small ships orbiting starbase and I was sending them out in fleets. A way to do that is select them and order them to leave. Of course, I was dealing with logistics of 40, so I was selecting them in groups of 13. Later, I would upgrade them in the field, which removes

0 Replies 909 Views

1. Set to the manufacturing on the spending screen to 0. If you are not producing any manufacturing points, then the game won't bother you with idle planets. Alternatively, you can divert all manufacturing points to the shipyard, then it is only the shipyard you have to worry about. Or pick a project and it'll do something else with their manufacturing points besides building planet improvements (like produce money, research, or culture). However, projects like birth subsid

5 Replies 2,589 Views

Yeah, micromanagement is a pain right now. I wrote a post on it back in Beta 3. https://forums.galciv3.com/460587/page/1/#3518071 As for upgrading ships, I would like it if implemented a blueprint system. A system that allows you to not so much design and place every part on ship, but rather pick a set of rules and design philosophy that guides how a class of ship is built. Kinda like how the AI ship designer will

1 Replies 2,844 Views

I kinda sorta did test carriers vs carriers at one point (not intentionally at first). One of my planets had culture flipped (damn culture bug) when I had a fleet of carriers orbiting it. The planet got to keep those carriers. I had a similar fleet nearby, so I attacked. I wiped them all out as I had better fighters. But the carriers got close enough to the fighting that they could have been targeted in the fight (but it seems that they were targeted last). Also the fighters didn't wipe e

74 Replies 275,671 Views

I haven't had time to check everything out, but I don't think we got much for micromanagement. We got a fast assembler planet improvement for the Yor. Its kinda half way between a project and a planet improvement. When finished, nothing gets built on the surface, but when it is done the population will be 5 units larger than it was before. It unfortunately costs 101 points to build, so it is not as efficient as the assembly project (it yields 1 pop per 20 manufacturing inst

12 Replies 23,505 Views

@ Turkwise *Whistles* Wow. Those were the results that I feared. I knew that I was being generous when I said I don't know if huge hulls could compete... In GalCiv 2, I have said many times that larger hulls can stack HP and defenses in such a way to make them tougher nuts to crack than a large number of smaller hulls. Not only that, but larger ships also have an advantage in cracking tough nuts that small ships don't have. With smaller ships, you would need many

74 Replies 275,671 Views

Your welcome. I know its a lot. According to my math, with 4 huge hulls, you could get 140 fighters! That is 280 logistics worth of fighters on a 40 logistics diet. These numbers were generated with late game techs, but a fraction of that is still a big deal. Unless this gets nerfed, or we get AoE weapons, I don't plan on using anything else. I don't know if a 4 huge hull could compete with such an opposition.

74 Replies 275,671 Views

There was some incentive to use a diversity of ships in GalCiv 2. There were ship modules that could boost the whole fleet, like attack or ship speed. So there was incentive to try to include ships that had said modules into the fleets. Otherwise, you should try to go big (larger ships have advantages that smaller ships don't). GalCiv 3 might get some improvements to tactical combat that might change things, but we'll have to wait and see. For the record, we won't be ab

2 Replies 12,093 Views

There must be. Beta 4 has been creating all sorts of weird shapes with influence. I've been finding the influence has been warping in the ways that it needs to start culture flipping my planets without controlling everything in between. Planets that were in the next system (or 2) over have been threatening my planets without the whole solar system being threatened.

11 Replies 9,707 Views

Before I started my last game, I decided to fight with nothing but carriers (if I could put off war for that long). After playing, I've since determined that carriers are really over powered. How they work: You research the carrier tech. You design a ship that uses a carrier module. You build the ship. You then send the ship into combat. Before battle, each carrier module will spawn 5 tiny hulled ships to fight in battle. At this time, they are the tiny h

74 Replies 275,671 Views

Starbases are not supposed to be oversized attack ships. They are supposed to be bases. They have a job to do, which is why they are built in the first place (such as boosting the productivity of nearby planets or mining resources). You can order ships to defend starbases much like you can order ships to defend planets. You can then manually launch them to deal with threats that arrive. Probably not what you are looking for, but in many other games you have to man your fortresses i

1 Replies 4,448 Views

To give a quick overview. In the GalCiv universe, a super human being came to the universe early in its development. His arrival had an impact on the very essence of the universe, causing life to evolve to resemble that person. The precursors became human like. The species that would become the sentient life in the galaxy would become human like. This super human being (if I recall correctly) literally set foot on Altara, and life there quickly began evolving to become very human despite ther

5 Replies 12,076 Views