DivineWrath

DivineWrath

Joined Last seen Member # 2500482
57 Posts 777 Replies 2,136 Reputation

I found that the space monsters and sentinels will attack you even if you are the Xeloxi. So you are wrong about that.

7 Replies 25,106 Views

I'm not classifying this as a bug quite yet. I'm still gathering information on it. It might be working as intended. So there is this thing where colonists on colony ships will return to a planet if you decommission the ship. The reason I discovered this 'feature' was because I was trying to get rid of Festron population. Here seems to be the rules: -The ship you decommission can be a colony ship, constructor, or transport. If it carries population, it matters not w

0 Replies 5,214 Views

[quote] Penultipox - A deadly disease has spread throughout the galaxy, crippling the growth of organic species and killing trillions. Only one civilization will be able to develop the cure and once that is done the only way to get it is to trade for it. If you develop the cure will you trade it to the other civilizations that need it or keep it to yourself? If you aren't the first to develop the cure what will you do to get it?[/quote] I don't like it. Why can only

5 Replies 15,444 Views

You need to talk to minors in order to declare war. You can't declare war as you move your fleets and transports to attack. Victory gives you a high class planet with citizens. The citizens don't have pictures as of yet. Currently, I think the rewards you get for doing their mission is more worth while than getting another planet.

5 Replies 26,199 Views

I would like to be able to build those space ship upgrades you can select when ships level up. I also want to be able to store more than one at a time, and I want to be able to see what I got in storage. On the other hand, I'm finding it a pain to manufacture the other manufacturable items, like starbase modules, drones, and nanites. This game mechanic might be more trouble than its worth. I also want to be able to put an artificial cap on the population a core world may

14 Replies 63,901 Views

My answer didn't get answered in the last Q&A, so I'll repeat it here. As someone who enjoys and still plays GalCiv 2, what about GalCiv 4 will appeal to me? If you must know, resources, adjacency bonuses, and citizens didn't appeal to me.

17 Replies 62,448 Views

I'm not big on the battle viewer. It was great for learning how battles worked back in GalCiv 2, but is not very important after you learn it. Now a days I keep the battle viewer off for both GalCiv 2 & 3. Part of the problem for GalCiv 3 is the battle viewer doesn't show the actual positions of the ships, so its hard to know why some ships weren't attacking. Might be one of the reasons why I spam tiny hulled missile ships; you don't need to worry about range if your ships use the same ro

94 Replies 584,902 Views

I think that new game process is mostly good. I think making a clear exit button is important. I would argue that all options should be buttons, but thats my preference. I would do away with the customize screen. GalCiv 3 did well without the customize step (or I somehow have missed it). In GalCiv 1 & 2, picking the right or wrong traits could make or break a game. I think customize should be restricted to custom civs. Also, I wouldn't call racial traits,

8 Replies 63,686 Views

I don't think you should need a tech or resources to build new Yor. It doesn't make sense to me. The Yor should have been able to make new Yor units in the eons they have existed. They shouldn't need new tech. Likewise, the resources needed to build new Yor don't exist on the Yor homeworld. How could have they survived without such resources? Edit: An idea I have, I think it would make sense for The Yor to start with the ability to produce Yor, but for the process to be a bit diffe

9 Replies 17,281 Views

Try clicking the trophy cup at the bottom of the screen. It should say galactic achievements. In the screen that pops up, you should have the option of activating 1 or more events. One of the events is for the orb of draginol.

9 Replies 34,645 Views

[quote]And no digital distributor is going to sell a game that installs their competitor's store and launcher. That would be insane. And so, little by little, the alternatives disappeared.[/quote] The Gamestop app did this (what became of Impulse). Suffice to say, I quickly stopped buying anything on it. No point in doing so.

85 Replies 473,104 Views

Here is a bug. When I get an opportunity to research a tech that requires drones, I select the tech and spend the drone(s). When I exit the research screen and pick another tech, I don't get those drone(s) back. In fact, its possible to not have enough drones to select the tech again.

80 Replies 213,764 Views

*Sigh* Its not working. I first tried the mod without the filler tech available for research, but when it wasn't working, I made it available for research. I was doing most of my tests as the Arceans since they get both the navigation centers and power plants. After all my tests, I don't think its the top tier planet improvement thats the problem; its when you upgrade a lower tier one per planet PI to a higher tier version. I'll do more tests later, but I think this is a dead

2,020 Replies 6,638,929 Views

No. I have not tried it myself. When I got the idea, I was playing other games in my free time, so I never got around to it. Something to maybe do later. I figured that someone else would want to try it themself, so I posted it. I think it would be simple to implement. I'm doing it now.

2,020 Replies 6,638,929 Views

I don't recall seeing anything about their long term plans. Epic is currently short term convenience. No reviews by those who don't know how alpha works and they get a better cut. However, considering that previous titles are available on steam and gog, GalCiv 4 will likely be on those platforms once the game is released.

85 Replies 473,104 Views

Military ships above tiny do not exist yet. You will have to design them yourself. There should be a button in the shipyard that takes you where you design new ships. You can use an existing ship template if you don't want to put one together yourself, so you can skip strait towards adding modules and other ship components.

1 Replies 2,392 Views

I don't see a guard command. I need a guard command so I can manage my ships better. Sentry is disturbed by any ship activity, and pass turn requires you give that order every turn. Please give us a guard command like it was in GalCiv 3.

15 Replies 30,921 Views

My critique is, why only 1 synthetic species? Or why only 1 major synthetic civilization? You'd think there might be more. I suggested a new species of synthetic in another thread, but I'll repeat it here. I was thinking that long ago, one civ was facing extinction. In order to survive, they designed machines that could do hard labor and assist their creators. In time their intelligence improved. Once they reached point where they became sentient, they continued their roles as care

22 Replies 168,110 Views

I have a few ideas. 1) I want to be able to use control to get constructors much like how I can use control to get colony ships. While we are at it, why not allow the same for troop transports? Maybe even warships? The game does reward you with some some with some events. 2) I want to be able to set the origin point of these ships to be some other planet than the home world. This should probably should be a core world. 3) I want to be able to clean up pollutio

144 Replies 101,740 Views

I think planet invasions should stop planets from producing drones, for the duration of the invasion process, whether it be from civ traits, ideologies, or anything else. I'm finding that I can't invade some core worlds because the drones defending it are being replaced faster than I can invade. I'm using a fleet of 6 transports at the time of writing, so I'm not taking it slow. Let me build economic starbases where I want. Or let me postpone the choice of what kind of starbase I w

144 Replies 101,740 Views