peteincary2

peteincary2

Joined Member # 6388592
22 Posts 175 Replies 653 Reputation

[quote who="JorgenCAB" reply="4" id="3552851"] In mutli-player yes... but then you could just use Capital/Escort instead... escorts are always before capital ship in the priority queue. I really don't care much for multi-player because that is in part self regulating environment. The AI can never adapt and if you use Capital and Escorts only there is no direct counter since the Escorts will always be targeted first. With the above structure you would ge

36 Replies 144,911 Views

Tip 1: Regarding ship roles: Check out the game wiki page on ship roles at http://galciv3.gamepedia.com/Ship_roles You can see the targeting priorities of the various types of ships here. The targeting priorities are very helpful to know. For example, Escort ships are targeted by every enemy ship and must be destroyed before ANY capital or support ships can be targeted. This means escorts should be your high defense ships, abs

6 Replies 15,165 Views

[quote who="Azunai_" reply="2" id="3557130"] not sure about the durantium refinery. last time i played it had a +4 total production bonus, but maybe that was changed once again recently. with the +4 bonus it was definitely worth it. using some adjacency to other mfg buildings, you basically get a slightly weaker factory that makes the whole economy of the planet better by a large factor. +4 total is like a +40% to everything for some small-ish new colony and still easily a +20% (or more)

20 Replies 73,213 Views

[quote who="hakufu_sansaku" reply="1" id="3557139"] Q: Do research, manufacturing and military production carry over? As far as played till now (40h) manufacturing and military production do not carry over. that means even if you have 1000 manufacturing and the ship costs 100 points, only one ship is being built in one turn. Its not possible to build several things at once like (5 ships, 3

6 Replies 26,036 Views

The only exception seems to be with manufacturing, if you Rush Buy an improvement, it seems there are no manufacturing carryover points. The points you have dedicated to manufacturing get wasted that turn. I wonder what happens if you Rush Buy something then move it down on the manufacturing queue... Do your manufacturing points for that turn apply to that current non-rushed project, and the rushed project still gets completed. If so, I am going to have to remember to move Rushed buil

5 Replies 20,225 Views

[quote quoting="post"] 3)No Research Queue First of all don't try and tell me you can just because if the last thing you selected when you exited research just so happened to be the next thing on the tech tree and you just so happened to want the optimization on the top (cause that's what you're gonna get!) because it's not the same as a research queue. There's no list on the top right, just the one project. So even if the game's creators want t

34 Replies 160,417 Views

I often see the reduction by more than one turn with the first turn after I had just finished researching something else. What you said seems to confirm that there is "research points carryover" just like there is "manufacturing points carryover" which means that research points are not being wasted.

5 Replies 20,225 Views

Remember also that life support modules do stack, so if you put more than one on a ship, you can extend the range quite a lot. The game's default trade ship, for example, comes premade with like 10 life support modules, and it can go very, very far away from your planets.

2 Replies 13,517 Views

This topic has come up a lot in other posts. People seem to want a "research" queue so that they do not lose excess research points when they overshoot a project's research cost. Do excess research points carry over to the next turn's research total like manufacturing does? Has this been tested? A lot of people do not realize that excess manufacturing points carry over to the next turn for whatever project is next manufactured... I wonder if research is the same way.

5 Replies 20,225 Views

Update on further testing of fleet combat mechanics: I attacked a pirate starbase (8 missile attack) with a ship that had 37 points in missile defense. Looking only at the missile damage, my ship absorbed numerous hits, with the damage being done to my defenses ranging from 0-4 consistently. (A displayed orange damage number of zero reduced my point defense by 1 point, thus fractions are tracked.) It appears that defenses reduce incoming damage by 50% before the damage is applied to t

10 Replies 50,458 Views

Sometimes giving up a trade resource for a finite number of turns is preferable to giving up all of your credits or a tech you don't want anyone else to get easily. But yes, I agree, the stacking bonuses acting civ-wide is huge to give up.

6 Replies 36,410 Views

[quote quoting="post"] If i trade it away to another Civ, will the physical object still exist on my colony? Do i still get a bonus from it? What happens if i trade it away and then bulldoze it? [/quote] If you trade away the trade resource, the object on your colony still exists and gives the bonus levels to adjacent tiles. So yes. If you trade it away, the other civ gets t

6 Replies 36,410 Views

[quote quoting="post"] Offering credits. Annoying that the initial offer is too high, the next is too low, and you have to offer several times before you find the upper limit of a fair trade. When requesting credits be added to a deal, always make the default the maximum that would keep the deal at a fair deal. [/quote] Oh this is being fixed in 1.02 already. Nevermind :)

7 Replies 30,432 Views

Having the same issue. Will try verifying the files with Steam as a previous poster suggested. Edit: Verifying the files found 2 missing files. However, this did not solve the sound issues. Still unable to hear any sound effects especially while using the UI. Makes for an eerie, dull experience while playing.

11 Replies 14,153 Views

[quote quoting="post"] 1. Is it possible to change the direction a newly-built ship will exit the shipyard from? I'm sure it was possible in GalCiv2 but I can't find the button for it. [/quote] Just set the rally point for the shipyard to be the shipyard itself. Any ships built will stay on the shipyard with an extra movement point granted to be used on the turn it is built, allowing you to bring the ship out any direction you want.

15 Replies 70,307 Views

I have seen this bug when the enemy ships contain a mix of escorts and support ships. My assault ships move in, destroy the escorts, then close in on the support ships which are hanging out in back. My ships and the enemy support ships circle around each other for 10-15 seconds, then finally they start shooting at each other.

22 Replies 17,175 Views

The benefits of a trade resource will have "limit one per player" indicating the benefit of having more than one of a trade resource does not stack. They are only useful for trading to other civs. The credits you offer the AI are always exact. The credits you are asking the AI to give you alternate between almost good enough and fair, gradually converging on the maximum requested for a fair deal.

7 Replies 30,432 Views

A few comments on diplomacy. On the diplomacy screen, when viewing all of the major and minor races, it is very cumbersome to figure out which civs will talk to you for trading and which ones will not. If you get a new tech and want to trade it to other civs, you have to try talking to each civ to see if enough time has passed since your last trade. If you are playing with 20+ civs, it should be obvious why this is a problem. Perhaps put an icon on their planet on the diplomacy screen

7 Replies 30,432 Views