Coggy

Coggy

Joined Last seen Member # 2446181
14 Posts 44 Replies 363 Reputation

This is gonna seem stupid but someone please tell me how to use the Baratak Grove ability to use spores to bring life to a dead planet. I've been playing my first game as them, and can't seem to figure it out.

3 Replies 33,181 Views

That is why I like the Battle Viewer (as in GC3) as an option. It allows you to see how your ship design performs. Plus, it lets you see how ship role (interceptor, escort, etc.) affects the combat. You then just need to ask yes/no before showing a battle, because a lot of battles you will know what will happen. But when you don't you can view it and adjust your fleet in the future.

29 Replies 90,456 Views

I have seen this problem also, and I have things set to Abundant. I'm currently playing the Terran Alliance, several clusters, 11-12 opponents (not sure which), Normal difficulty. I've explored about 80% of my starting cluster and have 5 Durantium. Three in one cluster, the rest spread out as singles. And no Promethium so far at all.

8 Replies 10,777 Views

I agree. This game is much too large to have MOO style tactical combat. I remember spending an hour or more on one battle in MOO1/ if I had a clash of large fleets.

29 Replies 90,456 Views

The one action per turn makes things very tedious. In GC2 (maybe all previous versions, actually) a battle was one of your moves. You could attack multiple enemies in the same turn if your health remained high enough. If you had 10 moves, and the enemy was 2 moves away, you could attack it using 3 moves--2 moves + 1 for the combat. After the combat, you had 7 moves left. I really wish they would bring this back.

4 Replies 2,867 Views

Bamdorf, I agree that you don't want to be able to fill out all of the Culture points. You need to pick a general strategy. But I think you definitely need more culture points than we now have. I like the general method GC3 used in that you theoretically could pick ALL the culture points. But it really became impractical after awhile. You won (or lost) the game before you could even think could doing it. I agree in that the pirates (and all the monsters/p

15 Replies 6,781 Views

I like a lot of your suggestions, but of course not all of them. On converting dead worlds, sometimes a race should have a special ability that others don't have. I currently look at converting dead worlds as one of those things. I always have a hard time making money, and I haven't found out how to do it in GC4. For a while I was able to, but then a few updates later and I was broke again. There are too few financial improvements to build. The new mechanic (not ju

15 Replies 6,781 Views

Yeah, they should change the bar color so it has a higher contrast. It should be a rather simple fix to just change the bar color.

4 Replies 12,228 Views

MOO 1&2 had a good working tactical combat system, but boy could you get bogged down if it was a large battle. But I admit, it was cool and fun. I'm not sure you want that in GC4. The game is just too big. I definitely would not want to have to use it for each battle. I do miss the Battle Viewer though. Currently you just make a big fleet and throw it in there. A great thing about GC3&4 was the ability to design your fleet with roles for different ships, and watc

29 Replies 90,456 Views

Unfortunately, they nerfed "Leader Events" so things don't happen that much. I've noticed it across the board, from governors praising/damning me, to diplomats not stealing funds or flipping planets. I agree that it was too much at first, but they greatly overcompensated when they did such a big nerf.

6 Replies 10,009 Views

I understand that some people feel compelled to. I am one of them. But I understand that I need to control myself and not get bogged down on everything . So I would monkey with it some till I got what I feel is working. Then I go away until I see it is just not working. It is not unlike stopping yourself from eating the entire half-gallon of ice cream at one sitting. I don't think it is wise or practical to try to design the game to prevent everyo

18 Replies 62,596 Views

I really do not want blockading of slip stream lines. I have always hated that in any other space-based 4x game that I played.

3 Replies 7,534 Views

So there is no way for the Terrans to colonize an Ocean world? Could I get access to the tech by building my Torian Academy in a lake, and then getting access to the research?

5 Replies 9,059 Views

So I've started playing a game as the Terrans in .77a. I found that I cannot research Oceanic Worlds (it is not listed in the Tech Library) but I have a nice big juicy Oceanic World I want to colonize as a Core World and put my Torian Research thingy on it. I tried looking to see if the tech was incorporated into another tech, but I haven't seen it. I also cannot research the items to build Bob. The entire research path starting with Weak AI appears to have been removed.&n

5 Replies 9,059 Views

The issue here isn't that there should never be a negative consequence to a policy. It's that the player should have a choice to decide if, of the policies available, does the cost of choosing it outweigh the benefit. That is normal. But the player should also be allowed to choose to do nothing. So we should be able to proceed to the next turn without being forced to fill the slot at that time.

12 Replies 25,022 Views

A larger issue I feel is that there is seemingly a lot of "filler" research. That is, research that does not seem to give you a specific benefit, but is just a stage research something else. For example, you might research beam weapon miniaturization, but once you do you cannot add an extra beam weapon, nor do your weapons do more damage. And you can't add more of anything else either. It's just something to research. You have to research several more items before yo

8 Replies 4,225 Views