Oh, and I'd also like to be able to see how many ships are docked in a shipyard or starbase in the hovertext, rather than having to click on it first, if possible.
RSharaE
I'm liking all the new additions and adjustments to GalCiv 3! I've already seen and given feedback on the terraforming, and Tech Ages, so I'll skip those. I have noticed that there are a lot of text-related problems though. Typos, misspellings, overlay issues, and so forth. I hope these get proofread/updated soon! I also have a problem where when I culture flip a planet, any ships that were docked there from the previous civil
[quote who="DARCA1213" reply="41" id="3499575"] Quoting RSharaE, reply 39 11 means that the AI won't colonize a planet below a certain class. I'm sorry, is this a idea? [/quote] You don't find it annoying when the AI sneaks behind your lines to colonize
11 means that the AI won't colonize a planet below a certain class.
Check the docked screen. Constructors end up docked if there aren't any modules available when they orbit the starbase, and they don't automatically become available again--you have to eject them, then put them back into orbit.
Obsolete Building designs would be a nice feature!
Didn't we have this for GalCiv2, where it was a list of infobuttons on the right? I liked that, and if it's filterable, that'd be even better!
*Reese :)
I definitely still use the minimap constantly. Please don't get rid of it :)
Oh being able to place the initial colony would be great!
I'm also a physicist [e digicons]X|[/e] Just kidding, I know you weren't trying to be prejudice ;) I want the MindOrb5000 though!
More recent surveys show that female gamers (ladies who play 4X, AA, mmo's, rpgs), make up ~47% of gamers. Thank you.
13. I'd really like to have more benefits from mining resources, other than some ships/parts that I won't be able to use for 500 turns. Maybe bring back the resource bonuses from GalCiv 1 and 2 as well? Morale/Economy/Military/Influence boost. Less than before because of the future component uses, but still something to give you ongoing bonuses? 14. Ejected ships should autoform fleets if they're on the same tile.
...Wow. *is a woman* Just....wow.
12. Pulse Cannon and Graviton Accelerator both say Not in Alpha, but can be built (Starbase).
1. Ship Designer: Make rotation a little more obvious. Right click-drag would do great. 2. Influence numbers in a particular hex could be more transparent. I seem to remember GalCiv2 would tell you how much influence each race had in a particular sector? 3. I miss Trade Goods! 4. The Tech Ages are annoying. The descriptions really aren't that accurate, and the limitations feel artificial. Maybe make more than ju
I have a 24-move customized exploration ship. It moves to the nearest unexplored location, then stops, even when it has moves left. Seems similar to the auto-survey bug, where the survey ship stops at each anomaly even when it has moves left? I have 4 fully upgraded Culture Starbases within 10 hexes of each other in someone else's area of influence. The nearest is only 5 hexes away from one of my areas of influence. They do not connect and ha
Oh wow, that had me confused. Thanks!
Environmental items such as Environmental Research, or anything that says Level +1 don't seem to actually boost the planet quality. The level stays the same and no additional tiles are made available. Am I mistaken in how that research item works?
I had the same problem. I couldn't figure out what caused it so thank you for doing the research!
@peregrine: Hmmm I don't think I like that setup. It makes planets seem so sparse, and a lot of them barely have enough room for late game improvements.
I have this same problem on a variety of planets. I haven't found a pattern yet, really, but it's quite annoying! It's ranging from class 11 to class 25 planets that I've noticed.
Star Yggdradill should probably be Yggdrasill :) Is there a way to zoom out far enough to see the entire galaxy for Medium and Large?
I liked being able to build the latest improvement, rather than the basic one, instead. :(