I echo your thoughts. It seems there a lot of bugs and other design things which don't ever get fixed. I haven't even bothered with the DLCs as no sense in buying new gizmos and gadgets if they will have the same bugs. Besides not getting around to fixing the non-sexy bugs and things, it seems whenever they "fix" one thing - some other aspect gets broken.
valkdrvr
What settings are you starting with? Galaxy size, number of planets, civilizations, number of sectors, etc etc. I'm sure the GalCiv wizards will want to know
I just don't see why changing something that wasn't broke. It's annoying and serves no purpose. Plus after awhile, I can see where someone with light sensitivity would have issues. Now if we could go fix the starting sector size issue so there would be no more 1 planet sector problems....
Yeah - the zooming of shipyard/base is not smooth (or needed). Gives me a headaches. Seems like instead of spending enormous time on multi-player improvements and other somewhat needy enhancements, they could've fixed something that impacts all players. Like sector sizes. But I do LOVE the fix to creating rally points. So that is helpful
Awesome! Christmas can't come soon enough now!
Oh FUDGE!!!!!!! I bought the Warlords DLC. I didn't know I was running Insider's Edition. Holy Sith Spit. I feel like a nuub. Anyway - keep up the good work folks. I'll be over here getting my foot out of my mouth. End Transmission
Seems like there are a lot of game-stopping bugs that should have been identified if anyone is testing. Instead of fixing advanced or extremely limited bugs that have minor (but critical) impact, let's focus on the basic mechanics of the game and stop fixing things which are not broken. This is why you test before releasing updates.
To clarify - you send the supply ship to the core world. Meaning it does NOT orbit or stay on the map. Set the destination of the supply ship TO end at the planet. The supply ship disappears but you get 100 production. Which really helps on brand new core worlds as those 100 production points go a long way towards improvements
You send that supply ship to a Core World. A planet in which you've assigned a governor. As for the hexes. If you see a +1 Research or Manufacturing or anything, build that type of improvement on it. There will be other improvements later that you can build adjacent to those +1 hexes that will really boost the output.
Sometimes there are several pirate vessels stacked in the same hex. And they don't combine to become a fleet. Because they're pirates after all. There could be a lot of them depending on game setting. In the upper right corner, see if there is a little red icon. That denotes multiple unstacked ships
Nice! @Dorian and Spider - you all need to be on the development team!!! Or testing. Or something!!!
Dang - if they tested things before releasing............
Seems like someone said this update fixed something that wasn't a problem. Didn't test this either. But hey - we got lots of DLCs to purchase so that's something. I needed a few months break anyway
I agree. I also was surprised to see the word obfuscate used. Don't see that word used too much. Anyhow - I've also had some weird map generations since downloading Warlords. Extra tiny sectors. Neighbors too close. etc. Had to do redo the map several times. I kinda like the randomness of the map generator but I feel there may be too much randomness. I was going through the forums trying to see where map generation was such a "bug" that they felt it needed to be "fixed". No dic
Space monsters and pirates seem to always target me versus my opponents. What I've done is spawn the space monster near an opponent's core world. At least maybe the opponent will attack the monster and give me some time to move my fleets
Glad to see others with this problem. I felt like an idiot not being able to get my weapons to place where I want them. This seems like a pretty integral part to the ship designer process so not sure how this was overlooked. Guess I should've waited a few more months before getting Supernova.
"I'll have my ChatGPT contact your ChatGPT"..........This is how Skynet starts it take over! Nice suggestions!!!!
What is your galaxy size setting? Sector setting? I always set my proximity to far but I also play with about 1/2 the Civs. Not sure how the game determines AI Civ proximity from each other. The nice thing about empty sectors is that it does allow you to pursue an expansionist strategy without ticking off other Civs...... Try using less Civs and see how that balances things. Then increase.
User manuals were great. However, they can get outdated. They're expensive. They're not earth-friendly. Once you're done reading and know a game - they wind up in my user manual closet. But they were all we had. Now - with advanced in AI - I think online useful tutorials and such will quickly be far better than user manuals ever were. Whether a physical user manual or an online AI-based tutorial - it's only as useful as the information given. Sometimes tuto
Upgrade in shipyards (or a core world/military starbase). It'd be somewhat of a pain but it is realistic. Upgrading shields, armor, weapons,etc etc in the middle of space somewhere isn't realistic.
Yeah! You could run with several possible scenarios
I was just thinking the same exact thing. Current game is deadlocked and becoming a grind and was thinking if a last sector was found with resources. Or worse, a whole sector of dreadlords, pirates, or monsters oh my!!!
Have you tried to verify your GalCiv files online? Makes sure you don't have any corrupted files.....
Nice post. You nailed the old system perfectly. If I wanted a space-based tactical combat simulation game - I'd buy it. Then I can look at all the various tactical decisions that go into crafting an awesome space fleet. The strategic decisions (research/production/growth) are almost abstracted in that case. But does influence your spaceship configuration. Almost seems like a good idea for a GalCiv spin off game................... I like GalCiv because it's a strategi
Like arguing with a Drengin