Empress_Fujiko

Empress_Fujiko

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

Unfortunatley you are missing nothing. The UI of the wheel really is that bad. Your only option is to not use the wheel because than you get some focus buttons. I never understood and will never understand why they did it this way, though. I'm sure the wheel would have been much less controversial if they had given it some focus buttons, given it sliders for the three dimensions as alternative way of adjusting and maybe thrown in a user specific favourite-system ... stuff

3 Replies 16,476 Views

I don't even look at the notifactions. Although there may be useful information there, on larger maps they are just spam because you get like 100 every turn - and of course there is no sorting, filtering or prioritising them.

9 Replies 33,866 Views

[quote quoting="post"] In GC3 the AIs basically do collective research, because between the AIs and the minors, they end up trading a ton and it's like you against everybody as far as researching goes (or you do some trading too, which is not my idea of fun). I play with rare minors, which still seems to yield a huge amount of minors, and they're basically conduits for the AIs to get all techs with ease. [/quote] Apparently we are playing two different games. I

43 Replies 199,437 Views

Maybe you designing ships with a greater capacity than you actually have. Certain improvements or natural resources increase the capacity of hulls. So let's say because of the hyperion shrinker the cargo hull as a capacity of 200. You design a colony ship that only uses 100 capacity points and a survey ship that uses the total number of 200. Now, if you lose the hyperion shrinker, because the planet gets invaded or you destroy the improvement, the capacity of cargo hulls g

11 Replies 47,341 Views

[quote quoting="post"] 2. Late game I all my colonies shut down (NA on all projects). [/quote] In my experience the projects always show N/A, that doesnt't mean the colony is shut down.

10 Replies 9,963 Views

[quote who="Archcreature" reply="4" id="3615212"]the dead planets are in fact in the game for a reason because they will be used as a dlc or expansion for new content (its just they havent gotten to that point yet)[/quote] The other way around would be correct. There will expansions / dlc giving dead planets some usefulness because there are dead planets in the game and people wish they would have some usefulness. The dead planets are in the game because they were in

19 Replies 83,016 Views

[quote quoting="post"] 5. Do away with "just dead" planets. While I understand, that not every planet can support live on a larger scale, I think, that it is a disapointment for the player to discover yet another star-system with nothing but dead planets that are absolutely useless. Why not give those "just dead" planets some purpose, as for exampl

19 Replies 83,016 Views

That would be nice. However, I noticed that if the movement takes place outside your view, than it is nearly instant. Meaning try moving the map so you don't see your ship for a second and than go back. If you moving a constructor to a starbase, you can enter the starbase management screen immediately and the constructor will arrive in a shorter time.

1 Replies 5,080 Views

Unfortunately I can confirm this behaviour. Yesterday I played like 3 hours without problems, today with 1.5.2 I had the game crash three times in 15 minutes. In my case it was not on idle colonies but 2 times on the main map just moving ships and one time during an AI turn. I too have to close steam or steam thinks the game still runs - however, I noticed just seconds after the crash there is a process "gameoverlayui.exe" (or something like that) with the steam symbol in the ta

9 Replies 7,855 Views

[quote who="Frogboy" reply="23" id="3608832"]In short: I agree with Eviator, the UI stuff should be addressed faster imo, but some of you need an attitude adjustment. GalCiv III is already an excellent game. Today. Over the past 6 months the game has received a tremendous about of free support in the form of major updates based on player feedback. We will continue to improve and enhance the game as well. Posts like Eviator's are helpful (I didn't find it ranty) because it

78 Replies 398,967 Views

Yes, and the sad thing is that most of the usability problems have relativ easy fixes - but it just seems that they don't pay attention to that. I remember one dev stream where Paul told the story of him discussing the "repeat building" feature in the shipyard building queue with the programmer. He had to convince the programmer that such a thing would be useful and the programmer seriously argued that it is not needed because you could just hit the constructor X number of times if you wa

12 Replies 60,872 Views

[quote who="Misaniovent" reply="1" id="3602060"]Why do I have to do it one by one?[/quote] It's because apparently ergonomics is the one point that is never considered in the design or the development of the game but only if people massively complain. I really like GalCiv and I don't know why, but somehow they always find a way to make every feature an ergonomic nightmare ... and it is even less understable if you consider that every sane person playing just one GalCiv

12 Replies 60,872 Views

... also just because you can do more, doesn't mean you should ignore optimization. Just because a new car has a more powerful engine doesn't mean you should ignore aerodynamics when designing the shape of the car.

18 Replies 51,140 Views

I really don't understand what the big deal is. I couldn't care less how the computer opponents achieve their behaviour, as long as it provides a good experience for me. In fact, I would even argue that the AI should use even more information about me and the galaxy, that I as a human player are not able to get. As long as the resulting behaviour enhances my fun, I'm all for it. If you want fair sportsmanship you should use multiplayer against humans.

18 Replies 51,140 Views

Considering the pandora box that would open if you could retreat from battles, I would argue that it isn't worth it. If you keep an eye on your ships, you already can use superior movement to avoid battles. Maybe there should be some alarm if a ship detects enemy units so you can alter it's course. As for the influence problem after invading: I just invaded a planet deep within the enemy and guess what - the whole area turned to my influence zone. So no, I don't think

27 Replies 92,432 Views

[quote who="Cat_Fuzz" reply="2" id="3599128"] For all the talk of the AI needing to improve, I have found this same issue since 1.3. The AI always, always have a higher rating than I do when I first meet them. I keep trying different tactics, and the only one I've seen that keeps me competitive is spamming colony ships and military. Whilst I can see the logical reasoning for this as a starting tactic, it does make the game less fun. I feel that rather than competing with many races f

14 Replies 32,049 Views

Playing without the wheel makes the game feel more like GalCiv 2. Personally I will have my fun without it too. However, I thought the wheel was fun and the solution feels like locking a toy away because it is too dangerous instead of making the toy safe.

135 Replies 748,396 Views

Since 1.4. I have a weird lag in the shipmovement when the fog of war needs to be refreshed. You can see the ships jump from tile to tile so that the the FOW can be recalculated, it is not a smooth movement at all. If ships move within space that has no FOW the movement is a smooth flight. Can anyone else confirm that? I'm running an Acer Aspire VN7-791laptop with Windows 10 home and a GeForce GTX 860 M graphic card. Before 1.4 the movement of the ships was alway

0 Replies 3,999 Views