Dizos

Dizos

Joined Last seen Member # 2593175
9 Posts 33 Replies 769 Reputation

The greatly reduced number of blackholes has made gateways far less useful. Some sectors have no black holes and ones that do are not likely to have them located near strategic points. Is it possible to place a single black hole towards the center of each of the new clusters? This would be as if some blackholes are super antimatter emitters. Another option would be blackholes with no antimatter.

4 Replies 3,056 Views

[quote]General Map generator issues as seen in other reports [/quote] This. Please test with max size and max sectors and see first hand the wonky sector sizing issues.

11 Replies 16,294 Views

The automatic zoom in when going to shipyard or starbase is jarring. At that resolution there is not much to see in the background, not sure what the benefit is supposed to be. It would help if one could zoom out to full planet view and check planet stats when making shipyard build decisions (like - is there enough population to build a transport). Also I would prefer if the default visual angle of the ship when entering shipyard mode was not nadir - creates a 2D-like view which misses

2 Replies 12,834 Views

[quote who="Dorian Gray II" reply="9" id="3943133"] Hey devs. You really need to fix this. I do not have a history of raising non-issues. I set the game aside for the past month or two and tried again last night. Using anything other than the canned default Galaxy settings are a disaster. I don't know how this all became broken, but players have no real control over these settings anymore. It is like there is a disconnect

11 Replies 13,598 Views

Sectors worked for my approach which is to secure turf to turtle then build for big clashes. All that is needed is better control over sector size ranges. The prior size distribution had problems but much better than the update which resulted in tiny sectors being thrown into the mix that cripple opponents, wasting potential for numerous civilizations I added in hopes of a hard fight.

5 Replies 12,754 Views

"First, I'd like to register my dislike for the new teensy sized sectors. I think it does tend to cripple anyone who starts in one. And sectors that are so close together it's weird that there's a jump point. Like if they're directly adjacent, then why? But I suppose that with no galactic viewer, then scrolling takes a long time? I don't like this fix if that's the issue." X1000 Perhaps just roll back to previous sector spawn settings? Not clear wh

5 Replies 12,754 Views

I've had the same stuck turn Lost Citizen issue on a couple of games moving pops from recently invaded worlds. Perhaps they were picked off by the enemy during transport and the game and that is what triggers the problem.

10 Replies 13,458 Views

Regarding trading there has been a long standing exploit selling green tech to machine civilizations. They will buy and/or trade for it only to have it reappear and available again after cycling back to the machine civ such that you can sell the same green tech repeatedly to them.

5 Replies 10,418 Views

As another long time player I agree with most of these, thank you for taking the time to write them out. Setting sector size is probably the most important for me. Also want to echo that the current game is really fun. Here are a few more suggestions: Option for larger unit increments or manually set quantities for resource trades. Way too many clicks for large quantity trades later in game. Ability to delay decision for event responses until end of turn to provide op

4 Replies 24,485 Views

I still find Advanced Edit Mode more finicky then it used to be when trying to place eqyupment - harder to get the attach points to receive pieces. Hope to see the ship designer completed so Advanced Edit Mode is not required to not have a random jumble of parts.

12 Replies 30,893 Views

Shame because it is always exciting to find a purple world. However, the satellite bonuses are no longer unique and easy to replicate in other worlds. They are viable at mid to late game but don't feel very special at that stage of the game. Do the growth limits still make sense without a significant upside compared to non-Precursor worlds?

2 Replies 8,213 Views

Still the same after the official release. Don't people create custom ships anymore? If so, aren't they concerned that the visual look is completely ruined when equipped? Perhaps there is a trick to make it easier to grab equipment to shrink it. I'm baffled that such a large part of the Galciv mechanic is fundamentally broken and due to a feature touted as an improvement.

5 Replies 27,629 Views

Very helpful, thank you. Getting this right is key for an enjoyable game. I agree controls on sector sizes, and number of lanes would be very helpful for tuning for desired game experience. However, I would think number of sectors would be a function of galaxy and sector sizes versus an adjustable parameter.

1 Replies 19,952 Views

That one us a bummer since it is early game when research choices are very meaningful. To go on the path for pulse cannon for increased firepower only to learn is does not have it is a big let down.

1 Replies 5,003 Views

I know this has been discussed already - but another request for better control over sector sizes during map generation. Way too much size variability. I would like to be able to have lots of smaller/medium sized sectors. The medium size ones in this example are actually fairly large (50 to 70 stars), the large one is super massive with hundreds of stars. </

1 Replies 6,449 Views