So it's been awhile since I've played this game, and my friend and I decided to launch up a multiplayer match because it seemed custom multiplayer races was working again. However, it seems the game seems to still be having difficulty working. Our first match ended on turn one because my friend who was connected to my game couldn't build anything on his planet. Ship movement and research were able to be picked, but whenever he tried to que up something to build on the planet, nothing appeared
Naric
It's been awhile since I've checked in on the game. Have there been any updates on multiplayer fixes such as allowing custom races?
Lot of fine points there. Galciv is a decent game, but still has lots of polishing to go. Speaking of, have they fixed crusade MP yet? Been wanting to play custom races with friend and had to deal with the sour fact that they removed the capability until they fixed networking issues.
I've complained about this before as well. I'm not sure why GalCiv can't just do what nearly every other game does when it comes to turn based movement. The distance you can cover this turn are often a light green color, and moves beyond this turn are a dark if not greyed out color. It's easy to see because of the visual change in colors. GalCiv does half of this as it shows the green line of the ships move, except it moves the green line like it assumes the ship can still cover that distance
I don't know if it's been patched, but under the pragmatic ideology I'd promote a scientist to complete whatever difficult research I was working on. Like when I had just begun researching atmospheric cleansing, which normally would take 50+ turns or so, I'd just spend a scientist and get it done in one turn. It gave me a good edge in the game as I could colonize some key worlds other civs would take forever to get.
[quote who="lyssailcor" reply="2" id="3679784"] I would have no problem with paying the devs for it (make it a DLC). I have some more ideas that could also go into a DLC, but have to write them out first [e digicons];)[/e] [/quote] While I have slight issues with DLC, a neat idea did just pop in mind. If the dev's were willing, why not collaborate with the community and developed community inspired DLC? It'd be a pain filtering out which ideas would actually go together in
No solution comes to mind to the first issue because it's not your turn and you shouldn't be able to delay another person's turn for something that can wait until your turn. The system you have issue with is literally just the AI taking its turn and attacking you. In just about any other 4X game this wouldn't be a problem because unlike Gal Civ they restrict all of the players actions to their turn only instead of the wonderful feature of having secondary actions like planet management be ava
That would be an awesome idea and it would further enhance the developers point that every turn matters. The amount of actions you could spend resources on increases, thus giving the player a greater range of choices. You could come up with many fun ideas with this. But as much as I would like to see this feature, I feel like it wouldn't be for some time as it would require updating the AI to handle a bunch of new variables. So hopefully in the future when the dev's have time for that.
If that feature was implemented, it should be a toggle ability, as there would be instances where you would and wouldn't want it.
Yes, I have played this game. The example I gave was from the attacker's perspective. What you are asking for is that when you, the defender, is attacked, you wish to put that attack on hold while you can complete other tasks such as planet management and then resolve the attack afterwards at your discretion. The issue with that is that it isn't your turn, and you are effectively delaying the attacker's turn. There is a turn order in the game, which is a series of individual turns in a single
I think there would be issues having the defender resolve fights at their discretion. For example, to move and attack with your ships means it's your turn. You wouldn't want your turn delayed due to the defender deciding to handle the battle at a later time even though he is not the current priority in the turn order.
I like the idea of cities having adjacent bonuses like that, as well as the other poster mentioning that we can place capitals on tiles instead of getting random placement.
I apologize if this bug has already been reported, but since I haven't seen any mention of it, I just wanted to highlight about a UI bug where the maintenance cost of ships are shown as zero in both the ship designer and the shipyard. Below is a link to a quick example showcasing this error in the ship designer. Regardless of what is on the ship, its final cost shows zero for maintenance. http://imgur.com/a/VDSpZ
[quote who="admiralWillyWilber" reply="61" id="3679097"] I don't know this ai is playing more like a human. [/quote] Which is great, but I enjoy playing with friends more. We kind of 'lan' it by playing in the same room.
[quote who="gnomezz" reply="58" id="3679090"] More multiplayer fixes coming anytime soon? [/quote] +1 My preferred way to play is with multiplayer so I've been waiting for those fixes. Here's hoping they fix MP bugs, allow custom races, and eventually, larger map sizes in MP.
[quote who="leiavoia" reply="1" id="3678872"] Quiet, you. You're giving away all of our robot secrets. but yes, I think these should be off limits to synthetic races. [/quote] Heh, my friend is actually a little mad I made this post in the case that it gets patched. Those extra 4 points ain't nothing to sneeze at.
While I'm not sure of any methods to do it now, it is confirmed that the larger map sizes will eventually be released for multiplayer.
To add on the last post, you could even reshuffle all the cities and entertainment centers. Destroy the two cities, replace them with entertainment so each is getting double adjacent bonuses, remove all the entertainment centers outside of that circle and replace them with the cities if you wish to keep the tile improvements you have.
I've been wondering about this for awhile. If you make a synthetic race, is there any reason not to take hits on Fertile and Farmers trait? Two negatives in fertile gives -30% growth, and two negatives in Farmers gives -30% food. But if you are synthetic, you don't use food or grow in the normal way, so it seems to me like an easy way to get an extra 4 trait points for free if these negatives don't apply to Synthetics. Am I understanding this right? And if so, why not h
Could you provide a screenshot of the planet in question? One easy way is to take a screenshot, copy it into paint, and then use the Snippit tool to control exactly what you want us to see.
Playing multiplayer in the latest 2.1.4 opt in released on 5/16, and my friend playing the Yor doesn't get colonization events in order to receive ideology points. As the linked screenshot shows, he had colonized 4 non-precursor worlds, but since no colonization event occurred, he could not pick an ideology as indicated by it being greyed out. http://imgur.com/a/BTPSy Edit: After further testing, it seems I too won't get co
I wanted to get other players opinions and experiences with the population of planets. Playing from a non-silicon and non-synthetic view point, now that raw production is increased by the square root of a population, is it even worth it to have farm and city improvements? For a colony that begins at 4 pop, it is reasonable to raise the pop limit to 25, which only gives 3 more raw production than the 4 pop. To achieve the 25 pop, you need farms, cities, and entertainment to keep the population
Meesa thinks meesa custom race is doin' well. http://imgur.com/a/4RjpW *Actually, they've been pretty terrifying so far. Other civs keep asking me to save them from this menace*
I've been waiting for the game's bugs to clear and allow custom civs in multiplayer before I really tear my teeth into the game, but so far I really like what's been going on, and I love that feedback like this is being done. I wish all the dev team goodluck in tackling these bumps in effort to make Gal Civ be the best it can be. The only thing else I'll comment on is the Admiral Battles on the roadmap. While the idea by itself is neat because it opens a new avenue in G
It's pretty cool that work is being done to port some of Crusade's features into the base game. Not many companies would do something that considerate. But I feel it's a bit premature right now. There are some features in Crusade that are functioning well and are valid topics in the conversation of what should be ported, but I feel there is still plenty of polishing and bug fixing left in Crusade before it will shine as it was meant to, and that warrants more attention instead of what should