Smithy6482

Smithy6482

Joined Member # 6378208
10 Posts 77 Replies 606 Reputation

Frogboy, the updates are much appreciated, as always. I was extremely surprised to see kinetic weapons receive a general buff instead of a nerf... And the other weapons were the nerfed ones!?! My experience is that kinetics are far superior. Perhaps it's a function of the maps I play (large and generally abundant planets). It's not difficult to get a few fully-sponsored shipyards quickly producing medium hull warships by turn 80-100. Ive found that focusing on kinetic weapons

27 Replies 209,233 Views

[quote who="x-cessive" reply="1" id="3686425"] When can we expect the next balance improvements? I dont care about crashes within a good game. The game can autosave every turn and I can simply reload after a crash. So its far more important, that the game is balanced (and fun to play). Because an unbalanced game (even without crashes) isnt fun to play, so I dont play it at all. [/quote] Speaking for all those who play on very large maps, I heartily disagree. Loading a

18 Replies 105,512 Views

[quote who="pshaw" reply="39" id="3685859"] Did you start a new game or continue an existing one? Please send the save game link to [email protected] [/quote] I continued an existing one which is what made me think it was more of a core change instead of xml update. But I'm just wildly flailing at guesses. I was finally able to upload the game save via the support website, real name Matt S(last name clipped

56 Replies 201,284 Views

[quote who="ProudCanadian" reply="1" id="3685790"]Carriers have a bug that was only fixed in one of the recent patches. I was told that the fix is only applied if you have the patch AND you start a new game when running that patch version or higher of the game. [/quote] What bug? That fighters won't fire? I find it strange that the fighters worked in the first few battles I had, then stopped working. Maybe the latest opt-in patch was a coincidence, maybe not. I h

3 Replies 17,092 Views

I'm playing a custom synthetic race. At some point I stole a food tech or two and now I have the option to research more. Going to the tech tree for those techs yields an empty page. I haven't tried to actually research more food techs because a) they're a waste for me and b ) I don't want any funkiest brought on by doing so.

4 Replies 21,509 Views

Pshaw, see my thread here: https://forums.galciv3.com/484392 Fighters were working before I installed the patch. Now they swarm the enemy ships without firing. I tested several variations of the fight: using fewer fighters than the max display of 64 ships, using only 1 out of 2 escort/jammers, using no defense ships. Nothing seemed to help. I can upload the save game to Google drive and send link to email (provided by Pm) if necessary.

56 Replies 201,284 Views

TLDR: carriers using the 1st fighter type originally worked, now the fighters just fly around the enemy ship without firing. In my current game I began experimenting with carriers (the previous times I'd tried them they were bugged). Built a couple of carriers, stuck an escort ship with them, and sent them into battle. They easily destroyed a larger enemy fleet. Time to build carriers, right? So I built them...a lot of them. Peace was declared right after my experiment, so I c

3 Replies 17,092 Views

[quote who="palliation" reply="3" id="3685594"] Sometimes their defenses are totally useless and they get shot down before they accomplish anything. It seems really uncontrollable. [/quote] Trying adding jamming fields to your fleets and using the agile race trait. Jamming/evasion is insanely powerful. I too would like your original question answered. In my current game I'm experimenting with the different fighter types.

5 Replies 24,355 Views

[quote who="Aww_Nuts" reply="81" id="3685578"] (1) When a race has been eliminated I believe the conqueror should get all or some of their resources (including BC's and special resources like Arnor Spice). (2) When you rush-buy a planet improvement that produces a tile (Soil Enrichment, Terraforming etc.) you should be able to immediately use the tile without the work-around of moving off the planet via the UI and then back to it.

125 Replies 730,850 Views

So I'm currently in temp housing (we just moved to another city), the internet here is absolute garbage, and the people who run it are terrible people. The connection to the stardock bug submit form keeps timing out when uploading the game save. PM me with an address and I'll share it via google drive - it actually stayed connected long enough to upload there.

2 Replies 9,240 Views

Yep applied the update and noticed an immediate improvement! Turns can still be slow but each individual civ takes generally less time. I do have a couple large civs with multiple wars ongoing that occasionally take some time to turn. I can submit the game if you'd like.

20 Replies 48,385 Views

This sounds like a cool idea but could get rather complex if a planet changes hands multiple times. I could also see an abuse potential if your little buddy civ is getting beat up. You give them planet back for points, then let the big bad civ take it again. You take it back, give it to your buddy for more points, etc. Tough to abuse on a large map, but could be easy to do on a small. Would still like to see this...at some point.

9 Replies 14,013 Views

Bug: placing mouse cursor over defeated civ's ship causes GUI lockup requiring hard reset of game. Computer does not lock up. Game version: game started in 2.32, updated to 2.34 Description: small civ who I was at war with (and took 1 planet from) is defeated by my buddy civ. Their ships turn white but no longer have a civ icon. No big deal. Later on, I mouse over one of their ships (possibly while already clicked on one of my carrier fleets) and the UI stops. The game i

2 Replies 9,240 Views

I'm certainly biased because I only play larger maps and focus on conquest victory. That said, the benevolent ideology is completely useless to me because even though I'm a sucker for research, I can get more research through expansion (via malevolent) than I can by choosing peace and harmony. That feels backwards based on the tree designs. Most of the colony tech choices are based around influence/research/diplomacy vs production/wealth. On small maps, I'd say malevolent still has be

125 Replies 730,850 Views

Agreed! We also need a checkbox on any repeatable project for repeat or do not repeat. A repeatable project shouldn't have special priority in the build queue (so if upgrades come along, they build) but should cycle to the bottom of the queue. This goes for repeatable quests in shipyards too.

13 Replies 53,999 Views

[quote who="pshaw" reply="10" id="3685364"] Hey folks, We've updated the opt-in that some important perf improvements: Let us know if these changes help you out. [/quote] Pshaw, if I update and continue with my current max size map game, will the updates apply? Or only to new games?

20 Replies 48,385 Views

There's a tech you research that opens up build citizen. You can also get spy, scientist, and maybe one other as separate projects. Build citizen isn't cheap though - 5000 social. Only recommended for your home world or mega asteroid planet.

9 Replies 39,710 Views

In my current game (xeno/slaver synthetic), I actually get a LOT out of building pop. On planets that are fully upgraded, the pop build only costs 100 construction and the extra is banked. On my home world at minimum, this allows me to slowly increase pop and bank enough construction to build "free" citizens or spies. I'm usually building a bonus citizen every 8 turns of so on my home world alone.

9 Replies 39,710 Views

This is probably a well known bug but I haven't seen it listed before. It's quite possible if not easy to have more than 5 sponsors at a shipyard. I've had at least 7 and possibly 8 sponsors previously. How to replicate: build a shipyard at a colony with available planets nearby. Increase sponsors to 5, then colonize the remaining planets near the shipyard. Newly colonized planets within a certain radius of a shipyard are automatically added to the sponsor list. Removi

0 Replies 13,255 Views

[quote quoting="post"] - most of them won't have legions for defense. -The AI don't use the fleet logistics to it's potential. it sends several attacking/defending ships separately which are easy prey to my fleets. [/quote] I've noticed that the higher difficulty AI is much better at garrisoning planets and creating fleets that use max logistics. It doesn't always start with sending fleets like a human does, but after I kill a few of their singles, I see lar

2 Replies 8,813 Views

[quote who="Go4Celerity" reply="18" id="3684925"] The square root depreciation was much too extreme to feel right as well. A population to production exponent of 0.92 felt right. It's not really felt until the world is glutted with people and it doesn't make additional growth pointless. [/quote] I love this. 0.5 is far too harsh and 1 is too generous. Somewhere between 0.75 and 0.9 is probably my ideal. Balance here is definitely in the eye of the beholder. I'

45 Replies 210,163 Views

[quote quoting="post"] Population is going to be tweaked so that 1 point of population = 1 raw production. This will require some balance changes on morale and farms and such but this is the most elegant way to make population be more powerful. Planets will tend to start with 1 population.[/quote] I'm curious: will the production cost of improvements, repeatable projects, and research be rebalanced or will everything just get slightly easier to build/research (and thus spe

45 Replies 210,163 Views