Update V1.2.0: Updated the mod to take into account the changes that were made in v2.94/2.95/2.96. Download link is still valid.
Croc411
[quote quoting="post"] If there's something that really bugs you in the current UI or in v2.95, let us know in the comments. [/quote] Please, please: make it that the citizen list does NOT jump to the top every time you change the profession of a citizen. Make it remember its position. When you have to change 40 scientists into quantum physicists, this drives you insane! Should be a one hour fix.
This happens when you receive one of your discounted technologies through tech trading with the AI. In that case, your discounted techs get shuffled anew and usually techs that were on discount before are not anymore. Yes, this is annoying.
Ravenous civs like Festron do not get Capital City improvement. Their central building (Mother Hive IIRC) gives 0.1 culture points per month (it shows if you hover over the improvement), so you need to have 10 core worlds to get 1 culture point per month like normal civs. Conquer other civilization's capital planets to increase your culture point income. The fact that Capital Cities give culture points is the main reason why you should always assign a governor to such a planet.
Update V1.1.0: Moved the capstone techs to the end of the extended tech tree. It was just too annoying when they kept popping up in your discounted techs (Looking at you, Drive System Optimization). Also made the descriptions of the capstone techs clearer. Download link is still valid.
No, I do the same. An option to make all non-cosmetic components invisible would be neat.
TLDR: This mod adds 142 new technologies to the end of the vanilla tech tree. Download link: https://www.dropbox.com/scl/fi/b0zyvs5kwchw4rnihu1dr/EGT_EndGameTechs.zip?rlkey=eqve5csdgfvd0l7dumxu7xi36&st=0ijqq0x1&dl=0 (I hope that Dropbox link works since the "official" GC4 mod manager site didn't let me upload it.) <
[quote who="implodinggoat" reply="2" id="3934389"] What directory do the citizen portraits go into? Or is there an in game menu to load them? [/quote] You could always add citizen portraits to your custom civs in GC4. Just copy your portraits to ...\My Games\GalCiv4\Factions\CitizenPortraits and then you can select those you want for your civ in the custom civ creation UI. So there is an in-game menu to load them already. I see no reason why this
Cool, so you can now create races in-game. Two questions though: 1. Until now I made race mods for my custom civs to get a suitable race. Will these still work after the update? I ask because we didn't have phenotypes before. Maybe existing races (now called species apparently) will default to humanoid if no phenotype is defined in ? 2. Can we mod new phenotypes from xml or are those hardcoded?
[quote who="beAstli" reply="1" id="3933746"] For me it makes the civ generator useless. Someone know what i need to get this trait? Ok, i know it! If you choose the Festron as citizens all of them have consuming. [/quote] Sounds like all you have to do is to create a race mod for your custom civ. Not a big deal, I've done several of these for my civs. If you do not need your civ to have its own citizen names (this is annoying to
I wholeheartedly agree with redshirt that mulitpliers are needed. A prime example is the research speed when creating a new game. If you select very low, you get a -90% research penalty. Sounds fine at first glance, but since it's just another additive penalty you end up with 410% increased research on your homeworld instead of 500% or something along those lines. Big deal, NOT. Also, in this case it hurts the AI way more than a human player. A decent player will know how to f
This whole war declaration mechanic doesn't really work out. In late game, when I declare a war on a neighbour and destroy some of his fleets, war progress jumps immediately to 2000% or so and negative consequences start to happen. Mind you, on turn ONE of the war! The funny thing is that I cannot even end the war as the game wants me to since there is a blocking period of 10 turns or so before you can talk to your adversary again. At the very least, negative war consequences should o
Version: v2.5 Details: the Xeno Geology tech line (Xeno Geology, Weather Control, Weather Control Zenith) is not available to Vigilant civs, despite being one of the trademarks of that racial ability. How to reproduce: - Start game with Arcean civ - Enter research screen, click Tech Navigator, click Science -> Xeno Geology tech line should be near the end of the tech tree, but it's not th
[quote who="smjjames" reply="33" id="3858996"] Hey Croc411, there’s logistic cost reduction changes in the changelog for the unreleased patch that’s up (the changelog post is) and possibly connected to your thread. [/quote] Yes, they reduced logistics cost of Large / Huge hulls and changed the effect of the amplifiers to ship-only. This should at least solve the problem of the player easily outdamaging the AI. We will have to see if Large and Huge a
[quote who="TheBrono" reply="5" id="3858156"] Is this intended design, a workaround for something broken, or a glitch allowing you to upgrade when you shouldn’t be able to? [/quote] Since they obviously copied a significant portion of the game code over from GC3, my guess is: unintended glitch stemming from copied code.
[quote who="Stalker0" reply="30" id="3857788"] Well the easiest first fix is to make it where the amplifiers are not fleet wide.... I'm pretty sure the way they are written they were never supposed to be fleet wide in the first place. That's a major reason why tiny fleets are so strong, remove that and a lot of things balance back out. [/quote] I'm pretty sure they were supposed to be fleet wide, since we had stuff like that in GC3 already (IIRC even in GC2 fr
[quote who="DerekPaxton" reply="29" id="3857786"] Great feedback here, Im going through everything. At a minimum I'm looking at reducing the logistics cost on large and huge hulls and increasing resources costs on some of the amplifiers. [/quote] If you are open to alternative suggestions: The more I think about it, the more I come to the conclusion that ... - restricting certain modules to certain hull sizes and - setting the number of
[quote who="smjjames" reply="17" id="3857187"] Quoting Croc411, reply 16 Quoting Vehement26, reply 15 I've been forced t
[quote who="Vehement26" reply="15" id="3857130"] I've been forced to decommission those ships in the interest of my sanity. [/quote] OT question: how do you decommission a ship in GC4? Couldn't find out the way how to do it.
[quote who="Vehement26" reply="26" id="3856869"] Personally, I'm a fan of this ship type. It's true that it provides a strategic advantage, but also makes it a valuable strategic target that has to be protected.[/quote] Sure, but sadly it made sensors on planets or starbases completely irrelevant.
[quote who="Stalker0" reply="19" id="3856830"] I also disagree with allowing sensors to stack on one ship. That allowed you to create "super probes" in GC III that covered ridiculously swaths of areas, making any other sensor use irrelevant. I think the current model is a lot more balanced. [/quote] Point taken and I basically agree. But a bit more sensor range would be nice.
[quote who="Halicide" reply="18" id="3856817"] I really would like a combat system that make ships feel more unique. I think it would add to the role play aspect rather than take from it. [/quote] What about making some of the modules exclusive to certain hull types?
[quote who="Stalker0" reply="16" id="3856793"] I did my own analysis of ship sizes in this thread: Ship Size (Balance) » Forum Post by Stalker0 (galciv4.com) [/quote] Just went through your thread, interesting read. A note on the "overkill" issue you mentioned: the overkill on a tiny ship from focus fire is only half the problem. The other half is that a fleet of tiny ships has much less of
[quote who="Vehement26" reply="14" id="3856772"] Perhaps make the weapons systems more specific to the hull types? Tiny Lasers do 1 damage base, while Massive/Huge Hull is like 10 (Just as an example). Tiny ships simply don't get to mount the monstrous weapon systems, and the Massives get firepower that can really only be matched by similar class ships. 2 Mediums should not be able to pound a Massive into submission, not without a huge tech discrepancy between races.[/q
[quote who="Vehement26" reply="7" id="3856658"]For combat purposes, yes. However, multiple transport modules could be use to create "starliners" to move citizens to planets more suited to their preferred skillset or to evacuate a planet (for whatever reason deemed necessary), [/quote] OK, I didn't think about that particular use-case.