DivineWrath

DivineWrath

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

I hate autoturn. I run into problems when I'm trying to construct a starbase as my last action for my turn. I try to add starbase modules while the game is trying to process the next turn. I'd like some way to disable it.

4 Replies 28,918 Views

The main menu ship designer has all the ship gear unlocked for you. When you start a new game, you will not start with the technologies for those modules. You will have to research them to unlock them. Another difference is the main menu ship designer does not have any bonuses, such as bonuses to weapons or hull capacity. Those bonuses would also be unlocked by techs. This means that many ships you design in a game ship designer might not appear in main menu ship designer. I happen to

5 Replies 6,282 Views

Missiles are long range but slow to fire. Beams are mid range but have a moderate fire speed. Kinetics are short range but rapid fire. ---- Ships have a dodge chance. Attacks that are dodged deal no damage. Fighters/Bombers (tiny hulls) get a +50% to dodge. Its like they come with built in defenses. Frigates (small hulls) get a +50% to hit so they are fighter/bomber killers. Shields block damage. They are like hull points but they refresh after every ba

3 Replies 7,419 Views

Starting a new game after a patch is a good idea. The GC4 save files saves things like unit stats and other stuff. In general, I don't start long games if I know there is a patch around the corner.

5 Replies 19,800 Views

They can do that now. It should be on the top left of list of commands. The hotkey is 'k'.

5 Replies 19,800 Views

Yes. There is supposed to be only one flagship at a time. Though there are ways to get more survey ships. I think the first culture trait for individualism gives you a ship that can survey. I don't agree with the limit. I'd rather have more than just 1 survey ship. Anyways, I think this is a situation where nailing this bug would create several more bugs. Gotta be careful with this one.

7 Replies 11,561 Views

If you obsolete the survey ship (flag ship), you're never getting it back. Its a flaw in the ship management system. You can't unobsolete designs. Obsoleting default designs ships caused problems for a player a while back (in base game I believe) when a player obsoleted the default colony ship, but the game relied on that design for the colony ship executive order. It broke the game if I recall correctly.

7 Replies 11,561 Views

If the invasion will take more than 10 turns, you can't invade. You divide the planet defense rating by the siege rating of the fleet to determine the number of turns to invade. I usually invade core worlds with 2 troop transports for speedy results. You might get similar results with 4-6 siege ships.

3 Replies 7,458 Views

There are some buildings that are not supposed to be built on planets with a civ capital. A supply depot is one. Edit: At start of a new game, I can build a capital mainframe and industrial center. If I destroy the capital city, I can build build the capital city, colonial generator, and supply depot. If I build the capital city, I lose the ability to build colonial generator, and supply depot. If I build either the colonial generator or supply depot, I lose the ability to bui

14 Replies 3,047 Views

I want to have a game option to show general ship names instead of civ specific names. For instance, the Arceans name their colony ships: backbones, constructors: Erectors, Troop Transports: Conveyers, and so on. I would rather have them display just colony ships, constructors, and troop transports respectively.

1 Replies 11,714 Views

5. Missing Siege ships. For some reason they're missing in this version. I had to design my own siege ships to get some. Also, for some reason the fleet icon for siege ships is not showing. Hard to tell if a fleet has siege ships in them or not.

18 Replies 32,489 Views

[quote who="Frogboy" reply="7" id="3897737"] These are supposed to be things done by next week. Not general wishlists. [/quote] Oh. Sorry. 1. In that case, could cannon and gauss cannon be changed so they have different stats? Currently they're identical. They are generation 1 and 2 kinetic weapons. Of course, improving gauss cannon could make it identical to railguns generation 3 kinetic, so that would need fixing... You know what, it would be

18 Replies 32,489 Views

Guard command. Fleet stays idle until I give it new orders. Better rally points. In GalCiv 2, I used to assign multiple planets to send their built ships to a rally point. The ships could join fleets and would sit there quietly until I go select them. I could also press t to order a fleet or planet to go to a rally point. Show destination of ships when no fleets are selected. Leave a marker like in GalCiv 2. Show how many turns are needed before they arrive. Helps with managin

18 Replies 32,489 Views

This is simple to repeat Select a constructor. Give it a move order that will take 2 turns to complete but not travel the full distance. For instance, if the constructor can move 10 tiles in a turn, order it to move 15 tiles. The goal is to have movement points left over in the next turn. Next turn, click the end turn button (it should say that it will move all ships with move orders). This will cause the game to try to move onto the AIs turn, but is forced to wait until the c

7 Replies 2,913 Views

I'm a little surprised to see this on the GC 4 forum. No matter. I'll answer GC 3 questions. I think a limit of 1 Military academy per player is one of the bad decisions stardock has made for this game. I recall that it was unlimited back before retribution. I think stardock thought that players should rely on supply ships to feed worlds with military academies and tech capitals. Military academies allow you to produce legions, and tech capitals allow you to aid research. You

1 Replies 38,858 Views

It is my understanding that the AI generated pictures are not generated the moment you make a custom civ. Instead the description is added to a queue for the system that generate the pictures. In the mean time it will provide you with a batch of 9 pictures (3 are random) that most closely matches what the civ you describe. Consequentially, it might be worth trying to make the same civ again later to see if new images have been generated. Maybe there should be a request new images butt

9 Replies 33,889 Views

Some ship modules are not stated well. This will be (hopefully) an ongoing project to keep an eye on ship equipment in order to make them make sense and be better balanced. Hull support is inferior to Shield Generators and Barrier Fields. It also costs more than double then the listed modules. Hull support is basically more hitpoints, but without the ability to recharge after battle like shields can. While I'm thinking about it, I would like it there were a line of hull suppor

0 Replies 4,301 Views

There have been changes to the combat system with possibly more down the road. The changes to weapons was to give them different attack ranges and rates of fire. Missiles have the largest range but slow rate of fire, kinetics have the shortest range and fast rate of fire, and beams are somewhere in between Shields and armor can now defend effectively against all attacks. Point defense however is being replaced with evasion, since point defense shouldn't realistically do much a

4 Replies 2,372 Views

[quote who="PaulLach" reply="3" id="3892041"]In the Epic Game Launcher, if you click on the elipses (...) to the right of the game, it will show you a number of things including the version number.[/quote] Ah. I see. I was hoping it was something you could get using steam. Oh well, thanks for the info.

9 Replies 15,912 Views