Empress_Fujiko

Empress_Fujiko

Joined Member # 6202054
10 Posts 172 Replies 1,162 Reputation

Yes please! Also it would be neat to show the little icons of ships in fleets with the same red overlay showing the hitpoint-status that you see in the battle-confirming-window.

26 Replies 122,070 Views

[quote who="Seilore" reply="17" id="3657740"] Explain, use examples of what you would like to see, preferably with screenshots and why you think it would be better. Stardock can't fix something here if they don't understand what is wrong with the current system and how it can be improved. Personally I have no problems with the UI. I like to see constructive communication here, the only thing I would add to your reply is suggesti

57 Replies 322,448 Views

I even think in the case of anomalies the first question (do you want to engage) is redundant because if you say yes you get the window with fleets anyway. I think the first question should be removed and the window with the fleets should get the "abort"-option. It would save one click per anomaly battle - since you need 2 clicks to start a battle on anomalies, that would be 50% less clicks.

3 Replies 13,846 Views

I have seen this when the ship movement causes changes in the fog of war. In my case it helped a little bit to disable "lean maps" in the graphics option, but the ship movement only gets smooth again when I have such a high visibility on the map that the ships don't change the fog of war when moving.

5 Replies 43,921 Views

3) You could tell the starbase that it should use arriving constructors first to build production modules, after that morale modules, after that defense modules etc. Meaning if you send 20 constructors to a starbase they all got used exactly in the order you wanted to and you didn't need to click for every module. That was a very elegant solution because it reduced tedium but it kept in the control, because you could pre plan the building of modules and still had the option to manually in

7 Replies 8,728 Views

Good work, stardock! The new hotkeys for finding idle shipyards and planets are nice. However I think they should be improved: 1. Also add a clickable mouse control for that. There ist already the " " you can click for finding the last/next. Why not add " >" for mouse users to go to the last/next idle shipyard/colony. 2. If you navigate through the shipyards or planets by the arrow keys and than leave the colony/shipyard, the map shou

24 Replies 63,303 Views

Mystikmind, your tip does not solve the problem at all. You still have to manually search the map for flaged starbases and decide what to do with them. I think the best solution would be an option at the starbase that unusable constructors should be ejected and maybe even send to some other target. If they are ejected they will show up as idle anyway. If they could be send to some other target, you could collect them somewhere. Of course the coolest thing would be if the game

7 Replies 8,728 Views

Concerning the game I think that this is not working as intended. Usually in GalCiv things take effect as soon as they are announced. [quote quoting="post"] I know because I just watched the AI pummel my infrastructure one more time in a vicious move that would have shattered any real life treaty big time.[/quote] Concerning real life I have to disagree. If there are peace negotiations peace does not break out as soon as the peace treaty is signed. Usually there is a clau

4 Replies 6,991 Views

I guess at loading a game some things are freshly calculated. I sometimes get a message from an AI when I load a saved game that was saved during my turn (meaning I had already done some things but was not yet ready to press turn). So probably the influence is freshly calculated and if a planet is ripe for flipping ... well it will flip.

13 Replies 46,550 Views

[quote who="Mystikmind" reply="1" id="3649007"] The AI should not sell planets, agreed,[/quote] Not agreed. I love buying planets! [quote who="Mystikmind" reply="1" id="3649007"]however as far as buying starbases, well, it is limited by how much money the AI has.... [/quote] No, because they also trade you other stuff for it.

9 Replies 11,950 Views

Patience alone might not be enough. I have seen planets that held out deep within my zone of influence forever - the "influence battle" depends on many factors like the population, planetary attributes, planetary improvements, the techs of the race etc. Look at the tooltips of the planets and the surrounding tiles - if you do not have an influence many times higher than the owner of the planet, it will never flip. To increase your influence, you need to develop your nearby worlds in t

13 Replies 46,550 Views

Maybe they have an exploration treaty with someone that already knows you. Also I guess the warmongers among the races are supposed to be giant dicks who declare war on everything that is weaker. It doesn't matter how far away they are. You could argue it doesn't make sense, but you could also argue it keeps you on the watch because now you have to watch out not to go unguared near them with your scouts and stuff. Personally I don't mind the behaviour.

3 Replies 11,567 Views

So in my current game (1.82 with most of the DLCs) a basic starbase (meaning a just constructed starbase with nothing on it) is worth around 1260 "space dollars" to a factions that loves me - but it doesn't matter where that starbases is located. Currently I can have 3 constructor modules on a cargo hull. So what I can do now is go somewhere into a void between stars (insane map with tight clusters gives enough room for that) with 3 module-constructor and build 2 starbases

9 Replies 11,950 Views

I think currently the techs and all other categories in the trading screen are in the same sequence the faction got them. I totally agree - some order and maybe even some grouping would help the trading screen. Not just for the techs, but also for ships, starbases, colonies and the other stuff.

4 Replies 4,127 Views

[quote quoting="post"]When I build a new starbase, and go to sponsor settings, I can see that the game has always assigned two shipyards as the default sponsors. The first shipyard appears always to be the closest shipyard, which is what I would expect. The second shipyard, however, appears to always be the shipyard the furthest to the left and down in the galaxy - i.e. the shipyard closest to the (0,0) coordinates of the map, rather than the next closest to the starbase, or maybe

5 Replies 24,044 Views

Yes, I have seen this for some time. At some point, you start to only see specialisation techs in the trading screen. I personally always thought the reason is that the AI is programmed to keep some important techs for themselves - but on the other hand, high level specialisation is pretty important too, also there is the mechanism to show them as not available for trading due to bad relationship.

2 Replies 5,374 Views

I'm a more peaceful player who rarely goes to war. I use military buildings only for two reasons 1. to buff the hyperion shrinker and other such special buildings, like the Arcean Navigation-Buildings etc. 2. to increase a planets resistance to culture flipping if I buy, colonize or inherite a planet within another influence zone. However that is only temporary, I destroy them as soon as the danger of culture flipping is gone.

7 Replies 15,311 Views

Today I had a game crash and continued from an autosave. In addition to the points mentioned I noticed the following problems: 1. A shipyard that had been launched that turn was orphaned. Apparently the dialog that allows you to select the sponsoring planets was not triggered. 2. There were several planets in the "idle colony"-status, that still had one improvement that could be upgraded. No, there was no reason the planet did not upgrad it by itself. The planet was full.

12 Replies 13,443 Views

I agree that it should made be known to the player if the the invasion of the homeworld would trigger the venerable trait. But instead of demanding to nerf the trait, why don't you take it as a challenge and find a way to win anyway - especially since the trait isn't that a big deal. If a race is reduced to one planet, they are basically neutralized. You can wait for the planet to culture flip or wait to invade them until you are strong enough to take on everybody.

14 Replies 78,801 Views

My autosave setting is 1 turn, meaning on every start of the turn the game is saved. I have two reasons for this. 1. I like the fact that I can decide to exit the game at every turn without the need to save myself. 2. It minimizes the loss in case of game crashes I noticed the following problems with this: 1. Apparently if a shipyard has finished a ship and it should be launched at that turn, it does not get lauchned if you reload the autosave. Instead, the shi

12 Replies 13,443 Views