DivineWrath

DivineWrath

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

I have done some testing with carriers. They seem effective. I used them on a large hull (7 logistics) and I got 5 fighters (I think 10 logistics worth). I still had enough room to add other stuff such as weapons and defenses. Maybe I should have added another carrier module. I did lose some in later fights, but I got replacements a few turns later. Unfortunately, the game does not tell you anything about your fighter capabilities. I had to figure things out as I played. Anyways, f

7 Replies 2,708 Views

Crowding creates unhappiness. Adding more food only makes that problem worse. The population will automatically grow (unless you are the Yor) to use all the food. To counter unhappiness caused by high population, you should research morale buildings. Build those planet improvements on your worlds to help with happiness. You could also build econ starbases as they can get modules to improve morale as well (which should be unlocked by same techs). There are also precursor relics that can help w

8 Replies 915 Views

I'm looking for some changes to the AI ship designer. I like letting the AI have a high degree of autonomy to design ships, but there are times when I think it should be able to do better. There are some problems that creep up, such missile weapon ships being designed with missile defense despite the fact the enemy is using lasers (which missile defense is poor against). Likewise, the game can't be told to design ships differently, like design fast constructors or cheap constructors,

4 Replies 2,616 Views

The ship templates shouldn't be gone. If this game is like GalCiv 2, then the ships will still exist, they just will not exist in the previous saves (hence why you should save). Something that Stardock did was to ensure that saved games did not depend on local data. So saved games also saved ship designs. You could literally take a save from one PC and load it on another PC and not worry about moving all your ship designs along with it. So saved data trumps local data. Unfortun

3 Replies 3,814 Views

I'm not sure if the different civs should like different planets more. The lore has established reasons why the different species in the galaxy are so much alike, why they are so human like. Even the Altarians became very human despite there never had been any previous mammal species for them to evolve from. Maybe they could have a natural predisposition for certain kind of planets, giving them a discount when they start researching the techs or something like that. You know, to show that

8 Replies 29,577 Views

I didn't like the xp and the level system in GalCiv 2. I'm not sure I can put into words why I didn't like it. It was something that I could live without. I like having all my ships to be powerful, not just a handful of them. If I had to implement a leveling system, I would likely to include a system to train ships so they don't need combat to level up (it would cost money to do so). I'm going to think about it and see if I can sort my thoughts on this.

9 Replies 5,193 Views

I don't see much point for this resistance to making starbases better defended. Like your typical fortress, a well fortified starbases is trap of sorts (for the player building them). Fleets can fly around them and they can't do much to defend your planets (and you are temped to think they are good for defense). Starbases can't directly harm fleets unless those fleets attack the starbase first. Even if you could make starbases that could survive dozens of fleets, that fact alone w

81 Replies 43,381 Views

I've been finding that the amount of micro management that I need to do to play is killing the fun for me. I find that there are many things that I waste time and mouse clicks on that could be improved. 1. Governors for planets. I find that I usually follow a pattern when developing my planets. I follow that pattern for nearly all my planets. I've done it enough times that I don't think there is much need for me to be doing it myself anymore if I could somehow program a

12 Replies 23,505 Views

2. Its a race. Your point? If you are not looking to play a game where you compete against AIs or other players, then maybe you should look for a different game. Your opponents will seek to dominate the map and exploit whatever they can, and even act to deny you an advantage if they can't exploit it. Racing to collect planets and resources is one way to get an advantage. Playing smartly (like not spreading yourself too thin) is another way to get an advantage. In GalCiv 2, there wasn'

14 Replies 13,468 Views

First we have production split 3 ways between: manufacturing, research, and economics. Then manufacturing can be split between social and ship production. Now you are suggesting that we get the option to split social between planet improvements and projects? How many tools should we get to split the production pie? Perhaps the spending wheel needs to be reconsidered...

7 Replies 3,822 Views

I think there was a time where influence starbases didn't work (they didn't have any influence), but I tested things in a later patch and they worked then.

21 Replies 19,355 Views

A Civ's power is not just war ships. It seems to include other variables like industry and... well... I'm not really sure. It seems to be built to take into account that while having a large military is nice and all, but one shouldn't forget about civs that could rapidly build up a military and would be a tough nut to crack. It seems to be the overall power assessment of a civilization, with warships being considered highly valued. In GalCiv 2, if you didn't have a

6 Replies 5,431 Views

I haven't seen any real mechanically difference between normal techs and specializations. Aside from the multiple choice part, the only difference that I've seen is in the way they have been used thus far. The specializations might offer things like smaller weapons, cheaper weapons, or better weapons (offered in percent improvements). For instance, a specialization might reduce the size of all missile weapons by 20%. Normal techs tend to offer new things instead of improvements to exi

7 Replies 22,926 Views

Stardock has a proven track record. I would preorder games from them that I would not preorder from someone else. GalCiv 2 got many many updates throughout its life time. The devs did listen to much of the feedback given. When Demigod was released, there were 10x the number of pirates trying to play online than there were actual customers trying to play, and there were problems with the bought network software that didn't show itself during the beta. I heard that it was very ba

9 Replies 25,717 Views

Yes, you can research as many specializations as you can find. I would not recommend it though. I've found that there are many techs past specializations that are worth researching. Focusing on nabbing more specializations than you need can be a distraction. For instance, the tech needed to enable tourism is not a specialization. Tourism is a new source of income (that you don't start the game with) that does not require you to divert production to get. Bigger ships are ver

7 Replies 22,926 Views

Whether or not GalCiv 2 did terraforming it on its own depended on if you had the planet colonized at the time you researched the tech. If colonized at the time the tech was researched, then the terraforming would be queued the same way might the next level of factories would be queued if you just researched the tech. If not, you would have to manually place them like you would have to place factories on a new world. Overall, I like GalCiv 2 terraforming more. The current GalCiv 3

15 Replies 15,787 Views

In GalCiv 2, culture flipping required that you not only needed over power a planets influence, but do so by a factor of 4x. Once that happened, there would be a random chance that the planet would flip. I hated the last part because the culture flip could happen in 10 turns, a 100 turns, or even 300 turns. In GalCiv 3, at this time, culture flipping requires you to over power a planet's influence, and then wait 10 turns. It will even tell you how many turns is left before the

30 Replies 29,649 Views

Yeah. It does work like that. There are many levels to terraforming, each can add another tile and allows for more kinds of tiles to be terraformed (what soil enhancement can't reach, another can). In fact, there is a level that can terraform *any* tile. Normally each can only be built once, but there is that one that can be used any number of times. Actually, since you can use a more advanced terraforming to terraform soil enhancement tiles, and you get one that could terrafor

15 Replies 15,787 Views

That is odd. I was sure what guard did, but I decided to go test anyways. The guard command is working differently than what I expected. I even reinstalled the game and removed all the data that I could to start over. When was this changed? I know how guard worked in GalCiv 2. I'm sure that other players know the same thing. I wonder how many other players will be confused by this change.

9 Replies 4,744 Views

At this time, it seems that you can't build starbase modules that you can't use. For instance, economic modules far from any planet. If you are far something a mining starbase could mine, then the modules might not show up. At least, I couldn't build economic starbase modules far from my planets. For GalCiv 3, to mine resources, you need the resources to be within starbase AoE in order for the mining modules to work (which also means that a single starbase can mine many resources

3 Replies 1,965 Views

Well, if people are changing the topic to other commands. I've also been considering an auto attack command to cover a given area. Designate an area (in radius of hex tiles) and it'll attack any ship it sees that enters the area, so long as the opposing ships stay in that area. You would be able to make the area in question cover the same area as a military starbase, if you didn't want to lose its benefits. I'm not sure about program actions. It seems to be very com

9 Replies 4,744 Views

[quote who="peregrine23" reply="1" id="3512092"] Guard never wakes your ship. [/quote] Not according to my experience. Any enemy ship will wake up a ship on guard mode. Its been like that for a while now.

9 Replies 4,744 Views

I've been asking for this for a while now (since GalCiv 2 release), asking for a command that will make ships do nothing. I've been calling it a fortify command (much like the command in the civilization games), but I've asking for so long that I'm willing to let it be called just about anything else. The problem is, I don't like the sentry or guard commands. I like keeping ships idle. I don't like how those commands will wake ships up and demand orders. I don't li

9 Replies 4,744 Views

Welcome. [quote]-Is it intentional that my ships/colonies and shipyards MUST be doing something before I can end my turn? What if I don't want to be building anything? I have not figured out a way to end my turn without having all my things doing...things.[/quote] It seems to be intentional. Things like planets, ships, and research could be doing stuff. The alternative is you could be wasting what they could be used for. Not efficient, so game was designed to help yo

5 Replies 14,023 Views