You don't need to have too many ships to take out the pirates. I think of it as a little mechanic to make sure I have at least built up the minimum defenses for my civiliziation. Besides, even if you go peaceful you should have a military. Otherwise, you will be taking diplo hits for having a weak military.
Illauna
You can only have 1 solar power array. I'm swimming in strategic resources. I also have a planet arrangement that was able to support a few of these.
Banned for keeping this thread alive.
What you didn't want Minors taking all the resources? ... jokes.
Is it possible when patching hotfixes to increment the version number. I didn't know this was added. For example, instead keeping 0.95 it should be 0.95.1 or 0.951. I'm watching for the change in version numbers to determine if I need to start a new game to test something else.
I donno. The adjacency bonus + production that doesn't require me to burn up tiles for farms + approval buildings. It's not terribal. Unlike the research building.
I don't mind. There is now a reason to trade resources. Which gives me more options.
Either of those would be good.
I find myself writing down the turn number when I last traded with a faction. This information should be available somewhere on the UI.
I'm trading with an AI. They are willing to sell me their colony ship for 601 credits. This is far cheaper then what I purchase them for plus I get free population.
I would like to be able to drop a rally point on a potentional colony. It could have the following properties. - When the rally point is generated the default name could be [planetName] - [PQ] - [bonusProperty] ex. "Proxima Centauri I - 15 - Bountiful" - When a colony ship is sent to the potential colony location it will automatically try to colonize. - Once colonized the Rally Point will disappear - this is the default rally point type for an uncolonized
No I did not notice that. Thats sweet. Although, I haven't yet finished a game because of all the updates.
At launch as of 0.90 beta and predicting with the updates 79-82. Endless Legend scored an 82 and this game is on par with that game. This is a good score for a strategy game which tend to sore in the 60-80 range. My personal review is a 85 with my biggest gripes being all very reasonable things to change. Diplomancy is getting better, the UI is still pretty buggy, some Sound FX still makes me cringe and I think more information should be available to the end user.
I agree witht his. I seem to remember in GalCiv2 basically only be able to make colony ships with 1 hyperdrive, 1 colony pod and a couple support pods. I don't have the numbers but now I can do 2 hyper drives, a sensor module (early on my colony ships end up sharing exploration duties), 3-4 range extenders and a colony pod.
I usually run with 1 shipyard for much of the early game. By the time I need another I usually have decent production capacity. If I need additional shipyards sooner I make a constructor. Other then that I don't see much need for a second constructor until the age of war starts.
Reposted to be in support thread instead of general thread Main Menu - Hall of Fame is disabled is this supposed to be disabled in the release candidate? Options Screen Looks unfinished as in a ton of blank space. Input screen needs a better layout. There isn't enough hotkeys to warrant as much scrolling . There needs to be some grouping setu
[quote who="jmccrea" reply="1014" id="3542591"] So basically you guys will at some point be able to put these up on steam for everyone to use along with other mods? Is that how its going to work for GC 3? If so, cant wait...wait...will we have to then pay for them like Ive heard people now have to do for Skyrim? NOt that im against that, nor do i want to debate it here, just curious if anyone knows. [/quote] Paid modding was removed by Valve. So ships will
That Yor response is reminds me of HK-47 from KOTOR
[quote who="Ed1975" reply="25" id="3542440"] Quoting Niedzielan, reply 24 As of Beta 6 Opt-In, AIs still cheat and know where all the planets are. I've noticed this, too. [/quote] Yeah which is why I cheat and create me a mega sesnor ship. I don't mind it becau
[quote who="Werewindlefr" reply="15" id="3542362"] Quoting Illauna, reply 13 Because of this expect that you will need to research first then trade if you want to research one. That's awful game design. This is an issue that need fixed. You shouldn't have to shoot yourself in the foot
[quote who="JorgenCAB" reply="21" id="3542385"] This is the BS balance issues I see with min/max overall and sensors in particular... Here is a screenshot in a game on an insane map after about 30 turns in. Reduced 29%
[quote who="Avatar137" reply="5" id="3542417"] Spotted a weird graphical glitch in the FoW, when a ship gets close, its not there any more: Reduced 44% Original 1277 x 714 [/quote] You have 1 hex tha
There are little icons that you can hover over that will show what they do.
[quote who="Ed1975" reply="3" id="3542409"] Quoting , quoting post this trojan sw Explain. [/quote] Only complaint I have with steam is my wallet gets a lot thinner because of it.
I think the dump files are showing up in the game directory for me check there.