Yes. GalCiv 2 is a great game. I would really like it if you guys could keep making updates for it. A shame that its now hard to program for. I have a list of bugs of things that I'd like fixed or improved. As for GalCiv 3, it did miss some special magic. I'm not sure how to say this, but it seemed like the various parts didn't work together that well.
DivineWrath
On occasion, I encounter a civ that has invested in orbital drones ideology (drones would appear about 2-3 turns after being destroyed). I designed a transport ship that were mounted with missile weapons. I was hoping that when I start invading a planet, the armed transports would destroy the drones and resume siegeing a core world. It didn't work. I my progress was reset every time the drones were replaced. I'm still conquering planets that have no population. I was get
Colony ships, constructors, and troop transports need a citizen in order to launch them. What has likely happened is the world you are building the constructor on only has 1 citizen. You need at least 2 citizens to fill a ship with 1. A planet should have have at least 1 citizen (not having one often means that no population growth can happen).
Turn some of your citizens into traders. This will increase your trade licenses. You might need a few if other civs are already trading with you as those trade route might count towards your limit.
Trading planets is a known bug. The AI seems to treat them as though they had negative value. The last I checked, you could get all of their planets, except their homeworld, in a trade deal.
Could we get a garage where we can look at all the ship parts we've acquired over time? For instance, I would like to know how many drone bays I got. Another thing I want to see is a guard command. I want be able to place fleets near enemy planets without needing to press spacebar multiple times per turn.
I don't think its a good idea if you are invading a Festron world. The natives will eat them alive.
Has the guard command made its way into the patch? I find guard much more useful than sentry.
Maybe they are using military starbases. Are the ships only found in very specific areas, like near a starbase? Whats the turn number? (you can click the date to change it). A date in a fictional universe does little for me. Edit: I did some quick tests and I think there might be as many as 4 military starbases. Are they getting bonuses to attack and defense? I built an explorer (because it doesn't get any weapons or defense), and it got 1 point in each category.
This is a known bug. I don't know if the devs consider it such since it hasn't been fixed since GalCiv 3. I've encountered this bug in GalCiv 4 myself. An AI civ surrendered but somehow it was allowed to keep 1 colony ship so they were still in the game. FYI, this bug first appeared in GalCiv 3 in one of the first tutorials. In that tutorial you start out with a colony ship near a colonizable world. This 'feature' been an inconvenience ever since. A fix I have suggested was to make
I nearly forgot. Some ship modules can only be added once. For some reason, defense modules are in that list, such as shield generators and ECMs. I don't know why this is a new thing. You can add as many weapons as you want, but not defense?
I've played 3 games to date. 2 on medium and 1 on large. The medium maps took 500 to 550 turns, and 10 to 12 hours to complete. My large map took nearly 850 turns, and 18 hours to complete. I think that is a bit too long. Especially with the lag. I had to push my way on the last bit of the large map. In GalCiv 3, I could finish a large map in the fraction of the time and turns. The lag got pretty severe on the last bit of the large map. It at times felt like it was taking minutes f
I had this weird situation where my probes kept trying to go to this system that was nearby, physically nearby, but in actuality, the subspace lanes made it a long journey. It was annoying because they kept ignoring sectors that I would have to deal with first.
Do colony worlds with rare resources produce them for the empire? I have one such a world right now and I would rather not turn it into a core world if I don't have to. I'm really disliking autoturn when building starbases. It kicks in after I build the starbase but before I can add modules to it. I would like to have another row or two to show resources. Its crowded right now. I don't like it that my ships start to orbit planets after conquest. It takes a tur
I saw a video when I won conquest victory. Maybe tech victory isn't ready yet.
Well, the bug might possibly work in GalCiv 4. I don't know what opportunities the alpha will bring. I don't want to go into details, but if someone defeated you once before, then they'll be able to defeat you again. The difference the second time around would be is you would have a smaller military and fewer worlds building ships. Plus being weak invites other civs to attack you. Its a death spiral. The odds are so against you that I don't consider it worth playing. If
Theres this bug where if you have no colonies but at least 1 colony ship, you are still in the game. I really think this is a bug. There is no way you're turn things around with a single colony ship.
I think the game got stuck because you were trying to launch a transport. I think its something to do with queuing a transport to launch next turn. I don't know why it does that, only that it does that.
I've encountered this before. Fortunately it was when I nearly won the game so I didn't have to deal with it for very long.
[quote who="marty651" reply="83" id="3810016"] Just noticed: When choosing the same name savegames get overwritten without warning. [/quote] Thats nothing new. Overwriting saved games without warning has been a thing since GalCiv 3.
If you use the desktop icon that comes with the install, it'll run Epic. However, if you go to where the game is installed, and run GalCiv4.exe, then it'll run without epic. At least thats what happened after I ran a few tests on it. However, if you're having any issues with internet, then maybe the Alpha isn't for you.
I think the morale penalty for being at war with a species should wear off 50 to 100 turns after you finish conquering them. I defeated a civ about 200 turns ago and their citizens are still mad.
I don't like having to refill my transports after invading a planet. What is happening is that the transports, after conquering a core world, lands on the planet and lets the populations mingle. I'd prefered it if they just stayed in space. While I'm thinking about, I don't like my military ships, after conquering a colony, go and orbit the colony it just conquered. I much rather they stay in normal space and bug me for orders next turn. I was recently thinking that if c
Could we get a button that moves all of your ships? It could be placed beside the end turn button.
I've noticed this too.