ScrivenerOfLight

ScrivenerOfLight

Joined Last seen Member # 2685508
7 Posts 208 Replies 15,609 Reputation

So, in my current game, I'm on turn 184, and I never got around to researching subspace streaming. A few turns back, one faction surrendered to another and gave me their planets in a different sector of the galaxy. I cannot move any ships built in that sector because I have not yet researched subspace streaming. I think this is a bit odd... probably not a bug, but maybe an unintended consequence of a design choice.

83 Replies 243,199 Views

Sometimes the population cap shown is rounded up from a half point--but you cannot get half a citizen. You can check this by hovering over the population bar.

5 Replies 8,565 Views

[quote who="Frogboy" reply="28" id="3849180"] It’s a lot easier to play GalCiv IV tall than any previous version imo. [/quote] I guess I just haven't figured that out yet... I'll give it another shot ;)

32 Replies 112,055 Views

I don't think it takes a forensic analysis to detect that the reviewer had some negative bias toward the game--it just seemed to me that this wasn't the kind of game he is interested in. That said, sometimes the hard thing about being criticized is getting past being defensive and seeing whatever is true in the criticism. I assume that the dev team isn't fond of this review, and I would completely understand them being defensive about it. But I hope they can see the elements of truth

32 Replies 112,055 Views

I like those ideas, Frogboy. In addition to auto attacking enemies, maybe they could stock ranged missiles for tactical ranged attacks within their area of effect? I've never built a military starbase since I saw no point... so maybe they have modules that do these things already, but here are a few more ideas: 1. Modules that interfere with enemy defenses 2. Modules that provide bonuses to friendly defenses 3. Modules that increase logistics within their area

5 Replies 29,051 Views

I mentioned this one or two versions back, and maybe it is working as designed... at least in part. When I move a leader from a Minister slot back to the Unassigned Leaders section, loyalty is reduced by 10. Specifically, the leader gains a -10 "Unassigned Leader" penalty. This doesn't bother me. I believe there are two bugs here: 1. This penalty transfers back to the Minister slot. If you move the leader from the Unassigned Leader position back to the Minister

16 Replies 20,234 Views

I'm getting a stacking -10 penalty to leader loyalty every time I remove and replace them as ministers. That was not happening before the update. If this is not a bug, (1) I'm not a fan, and (2) it is not sufficiently explained via tooltip (e.g., just shows "Minister (3) -10" and applies -30 loyalty). Loving the update otherwise.

39 Replies 79,065 Views

I had this happen on earth on my second or third game--it became a colony randomly on or about turn six. All but one of the citizens on earth was missing... I posted about this at the time on the main live branch thread (reply #26).

8 Replies 11,320 Views

I mentioned this earlier, but want to chime in on the current conversation around randomized techs. Having been seriously frustrated by not having access to any of the green biology/colonization techs for something like 160 turns (with rerolls every time), the randomization definitely needs some fine tuning or some slight redesign. I have never played Stellaris, so before reading the posts above that reference it, I had no idea how its research system works. That said, I was a

127 Replies 342,153 Views

1. I like the randomized technology selection system generally, but even with the rerolling, I didn't get Xeno Biology until turn 160. I'm not sure if there could be somewhat less randomness, randomness within categories, or some other mechanism to help ensure certain important technologies don't get lost in the RNG. 2. The ability to rearrange manufacturing queues is a bit touchy. It would be nice to have a cursor line or some other indicator that bounces to whatever position the gra

127 Replies 342,153 Views

[quote who="Seilore" reply="30" id="3809288"] It's hard to tell with a static picture, however, the icons on the top of the screen starting w/ harmony crystals keep glitching out [/quote] I noticed the same thing... though I only noticed it when executing a turn. Are you saying this is happening in your game at random times/all the time?

127 Replies 342,153 Views

Not sure what caused this, but at turn 6, Earth is no longer a core world and has no governor... I was able to assign one of my ministers as governor, and the improvements and queue is just as it was. All but one of my citizens formerly on Earth have gone missing. The top right is showing 1/0 citizens, with the Next Citizen ready in 13 turns.

127 Replies 342,153 Views

I've played a few turns and noticed a few minor issues not already mentioned above. But first, I have to say I like the overall look and feel of the game. It holds true to its origins but provides a fresh and in many ways streamlined experience. This being alpha, I have high hopes for what this game will blossom into. 1. When you double click a ship and go into its info screen, only the lower half of the "Done" button works. If you hover your mouse over the top half of the button, it

127 Replies 342,153 Views