DivineWrath

DivineWrath

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

You could always use outdated ships to defend military starbases. Military starbases makes it impossible to conquer planets within their AoE, but their defenses are weak, hence why you should consider giving them ships to defend them. Its not the optimal solution, but its all I got. I also don't like the fact the devs changed upgrading to be a level up system. It used to work fine back when upgrading retrofitted your ships.

26 Replies 122,963 Views

Hey. I have more feedback. Terrible weapon. There is this event where you can get more powerful beam weapons in exchange to a hit to your global morale. However, it does not work. I expect it to increase the beam attack of every ship to increase by 4, but I see no evidence that it works at all. The morale hit does work. Disrupters. Beam weapon augmentation has the disrupters module for starbases, but I think it should be with the disrupters tech, one tech down the trees. The c

6 Replies 33,994 Views

This is some feedback for v1.04.347661. Yor building citizens. Building a unit of citizen is expensive. For some reason its "-120 construction cost", "-1 durantium", and "+30 construction cost". With good manufacturing, it takes a while to build more population. Also, why is construction cost mentioned twice, and why is one is positive and the other is negative? Alliances are not permanent. They wear off in time. I found that kind of counter intuitive after playing GalCi

2 Replies 11,584 Views

I've poked around with some of the ship parts. Well, the huge hull missile ship still needs anti matter bomb, so you might not have access to that design if you research huge hulls. Either that part should be removed, or missile techs should unlock bombs a lot earlier. Like second generation weapons early (just after armed shuttle early). Though that might be an issue best saved for another thread. Something thats been bugging me is that researching armed shuttle gives you fre

33 Replies 190,829 Views

This is one of the reasons why I don't obsolete ship designs. Well, a new reason really. I'm not going to derail this thread. I'm merely going to mention that I want better tools for managing ships, both in game and out of game.

7 Replies 13,311 Views

Under civilization policies, there should be a thing in the bottom left corner that says automate. You should be able to manage your ships and shipyards there on a global level. However, upgrading ships (as galciv 3 had it) seems to have been intentionally removed.

2 Replies 17,433 Views

Thanks! I've updated my game and checked the ship editor from main menu and all of these parts are there. I'll have to play the game to test the design issue with the Fortress though. As I mentioned in my original post, a required ship part (antimatter bomb) requires late game missile tech to unlock.

33 Replies 190,829 Views

I find it funny that someone who admits to playing against godlike opponents is complaining that some game feature is unbalanced or broken. Of course its not fair. You shouldn't be able to beat such opponents. The only way you could keep up is if you were using exploits to make up the difference.

8 Replies 17,252 Views

Isn't killbots a tech that grants a soldiering bonus? I think your transports will invade faster with the bonus. The time can't be reduced below 3 turns for colonies and 5 turns for core worlds. Unfortunately, I don't think you have killbot units to put on your transports. Upgrading ships seems to restricted to survey ships, prototypes, and command ships. It seems that retrofitting is no longer in the game. You can only retrofit in some obscure way that the devs missed. If you want it

8 Replies 7,584 Views

There are some ship parts missing from the ship designer. I listed some of them here. https://forums.galciv4.com/512096/page/1/#3850122 Techs like the "molecular printer" suggest that there should be more ship modules.

2 Replies 22,341 Views

[quote who="Surge72" reply="1" id="3850613"] Yeah, combat is a total mess and probably always will be. It's always been pretty damn poor in the series, and they haven't innovated on it in decades. [/quote] Some folks here liked the combat system in GalCiv 2. I don't think any changes are needed. I find it unfortunate that GalCiv 2 has some problems playing on modern computers (can't alt + tab to desktop after planet invasions; it breaks everything) otherwise I'd be pla

14 Replies 41,420 Views

I don't like using resources for ship parts, or using resources altogether. I'm fine with increasing ship construction costs though. GalCiv 2 (TA expansion) had HP modules. I had designed and built ships with double or even triple the normal hit points. Combined with good defenses, ships could be nearly unkillable. That was fun. I wasn't the only one who did this. The unfortunate things was there was no standard or progression for HP modules. Some civs had HP modules t

7 Replies 694,668 Views

Different citizen stats don't matter to me. To me, citizens are a resource used by colony ships and constructors. When used that way, their stats don't matter much. I'd be fine if all citizens had the same stats. Transports are an exception though. The resolve stat of soldiers affects invasion times. However, considering that invasion of core worlds can range from 5 to 12 turns, I'm not really sure it really matters. Plus you can have multiple transports in a fleet, which can improve

35 Replies 113,659 Views

I've been looking at ship designs, and there seems to be 6 modules that you can't mount on your ships in the ship designer, but they may be found on some of your default ship designs. I'm using the Terran Alliance names for the ship names: -Militia Barracks: +50% hit point while in your territory (Defender) -Antimatter Bomb: Damages fleet

33 Replies 190,829 Views