That GalCiv3 feature is not how GalCiv4 works. Currently each Core world can only have its own shipyard., no additional sponsoring Core worlds. Colonies cannot have shipyards nor can they sponsor Core world shipyards. I don't know if there is any plan to change this mechanic.
scifi1950
I pretty sure the % increase to hit points is only applied to the base hit points. Really should say that with one of those nested info boxes they use[e digicons]}:)[/e]
[quote who="Commander4X" reply="4" id="3848049"] - Please, either show always all planet improvements – i.e. without checking their conditions, or give us a button to disable the filter that makes them invisible. In late game I destroy improvements to see what I am able to build. If I do not destroy the correct tile maybe there is still a filter making something invisible [/quote] Totally agree with this. I have also destroyed an improvement to see the list
Any thoughts on adding more choices to Custom Civs? IMHO the ability to choose factions, even if it's simply a drop down of groupings available, is needed. Ability to add a custom home star system would be nice too. If these types of additional tweaking will need to be done in a mod I'll understand [e digicons]B)[/e]
[quote who="gypsy2299" reply="8" id="3846876"] Quoting scifi1950, reply 6 RCustom Civ still not getting discovered prototypes - You need to send save games to the Dev's otherwise they will NOT be able to fix your pro
Had the event that was supposed to give me a scientist citizen. Didn't get one. Was this because I didn't have the tech for training citizens to be scientists? If that's why, I think that that option should have been blocked.
Custom Civ still not getting discovered prototypes -
I'm trying out a custom civ (built in .90, now using in .92) to see if it plays ok. I have a question about Factions. I thought the assigned factions would be determined by the base civ you choose, but this doesn't seem to be the case. I used Human & didn't get the same as the Terrans. So I'm wondering if there is something that controls this or is it just random for Custom Civs? Also wondering if we'll be able to eventually mod a totally custom civ in the
Yes, it was a new .92 game, and exiting game (not going to main menu) does solve issue, but that's not very helpful if you didn't save game before trying to move ship. This issue keeps coming up so I can only assume the Dev's know about it. Just making sure they know it's still there in .92 [e digicons]}:)[/e]
Any way to fix this pathfinding bug? There are hexes between ship location and anomaly that will not let me choose them and then I get this when I try less direct ending points.
I thought non-survey ships couldn't explore anomalies? Is there a special trait that allows the Manti to do this?
It also seems that my custom civ is not getting prototypes - nothing showing up in shipyards. "Praxis" also did not show up.
Playing Custom Civ in .91. No "Commander" ships showing up. They were there in .90 using same custom civ. Never mind. I just went into Custom Civ edit & saw that you have to pick your commander ships. [e digicons]}:)[/e]
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I'm trying out a custom civ (built in .90, now using in .91) to see if it plays ok. I have a question about Factions. I thought the assigned factions would be determined by the base civ you choose, but this doesn't seem to be the case. I used Human & didn't get the same as the Terrans. So I'm wondering if there is something that controls this or is it just random for Custom Civs? Also
Don't know if this trading exploit has been mentioned, but if an AI's credits go to zero or negative you can drive the "credits per month" to absurd numbers.
Ran into a glitch with drones (nice to see them & nanobots back in the game btw). When selecting "collector drones" to research which needs 1 drone to complete, the game would not return to the main screen. I tried pressing done several times and even alt-tabbed out of the game. I finally selected another tech to research & the game released to the main screen. There I was faced with this screen: <img src="https://cdn.stardock.us/forums/18/60/1860
Tried playing a totally Custom Civ. After completing the planet scan mission there was no prototype available in my shipyard list.
Pathfinding issue - anyone else seeing this?
Game 1, T157, 5 culture points Game 2, T126, 6 culture points
I see that you still haven't fixed this (11, 12, 13 do not follow pattern of "st, nd, rd). I know it can't have a very high priority, but please fix it before release of gold version to public. It just looks so sloppy [e digicons]}:)[/e]
[quote who="PaulLach" reply="2" id="3844543"] I just started a new game using version 0.9 and the first thing that I noticed that was different was that the constructors no longer have the circle around them that indicates their range. When you get close enough to a resource the graphic indicating that you are close enough to mine the resource appears, but the circle was also very useful in determining the radius of effect before approaching the resource. For example, if I wan
Don't know if this is how Drive System Optimization (Capstone) is supposed to work, but it doesn't add a +2 to my ships after the 1st time I use it. If it's not a stackable technology why does it keep showing up? At the very least it should say it's not stackable.
Why don't you just move it back to where it was? That's where we look to see what's available to build.