scifi1950

scifi1950

Joined Last seen Member # 1860429
136 Posts 651 Replies 4,995 Reputation

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.

4 Replies 3,602 Views

[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

14 Replies 43,303 Views

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]

7 Replies 6,829 Views

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

35 Replies 81,199 Views

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]

35 Replies 81,199 Views

It also seems that my custom civ is not getting prototypes - nothing showing up in shipyards. "Praxis" also did not show up.

2 Replies 2,078 Views

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

2 Replies 2,078 Views

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

39 Replies 78,770 Views

[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

39 Replies 78,770 Views

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.

65 Replies 126,181 Views