aerez4546

aerez4546

Joined Member # 2806951
18 Posts 140 Replies 3,884 Reputation

"Fixed all the ships so that the normal version won't be obsoleted when advanced versions become available." What does this mean? I am totally confused on this one. Are all our ships going to be auto-upgraded to the newest weapons and armor when the techs are researched? Or is it talking about Commander ships scaling up as your tech levels increase? I honestly have no idea what it means.

68 Replies 138,894 Views

[quote who="tedhebert" reply="27" id="3839002"] Seized Goods mission doesn't work for me. I get no option to Seize goods on my planets. Checked in shipyards also just to make sure, nada ! [/quote] Yeah that was something dependent on a Governor mechanic that no longer exists. There is something in the notes for the .8 build about it being removed or fixed or something.

48 Replies 110,897 Views

Nice detailed post. About your #6 concerning a cap on Core world governors: that really isn't necessary. It essentially "caps" itself, since making too many worlds Core worlds will actually hurt yourself. You are much better off making even good worlds into colonies, that feed the "best" (usually most available hexes) Core world you can find in an area. Basically there is a balance you need to find between pumping as many colonies into a core world without getting a terrible crime rate, and t

6 Replies 25,467 Views

Speaking of governors, I do think the penalties for replacing them or moving them to different positions are way too extreme. I understand a little bit of a penalty, transitions can be a little shaky sometimes; but the current penalties seem way out of hand. It's not like game breaking or anything; but as a comparison to like the "real world", we would damn near be having a civil war every time a state changed governors, if we were going by GC4 current mechanics.

20 Replies 61,750 Views

[quote who="tedhebert" reply="3" id="3838838"] Quoting xtombo, reply 2 I find the governor and citizen planet mechanics a more interesting step forward than what was in GC3. Completely agree with you. In my mind, this is MUCH better than GC3 [/quote]

20 Replies 61,750 Views

#14 reminds me of an old joke. "The meek shall inherit the Earth" Whatever, they're a bunch of meeks. We will just beat them up and take it back... [e digicons]XD[/e] But yeah, even if you aren't playing an aggressive warlike civ, you kinda need at least a mediocre military just to discourage others from getting hostile. Happy Tuesday!

21 Replies 61,613 Views

I'm guessing you can't fire him because he is the Civ Leader for Onyx Hive. The Civ Leaders are probably "baked in" to their respective home worlds.

6 Replies 5,101 Views

Hey could you put in something to prevent minor civs from asking you to kill pirates, when you have all pirates/monsters turned off in the settings? Makes it an impossible quest to complete when no pirates even exist in the game. Happy bug squashing!

5 Replies 23,761 Views

I often post about stuff I find that is broken, or stuff that I don't like how it is implemented. I figured I should also post some more positive feedback, especially positive feedback about some stuff that other people don't like. Just so the devs know they are heading in a direction that at least some of us play testers like. So here's some of the stuff I like that I can remember: 1) The core world/colony dynamic. This is great for allowing the players to continue to expand, while c

2 Replies 5,775 Views

/agree There have been many times I have wished I could kick leaders out of the recruitment pool, so that someone more worthy might show up. There is however the executive order thing that will let you spend control points to get 3 new leaders to show up; so I'm sure they will just tell you to use that. Personally I would prefer to just wait for more leaders to show up on their own after cleansing the pool. Happy Friday !!!

3 Replies 2,523 Views

[quote who="trancejeremy1" reply="73" id="3837823"] Yeah, while other parts of the series have progressed, combat is basically the same as in GC1, or really, back to the old Empire days, with death stacks that just bump into each other, but without the restraints of said stacks (logistics keeps going up and up giving huge stacks) If you don't want MOO2 style tactical combat, maybe something simpler like how Age of Wonders Planetfall adapted the XCOM system. O

94 Replies 584,874 Views

[quote who="Danzelot_667" reply="40" id="3837805"] Starting the Game works fine at the moment, thanks but now it crashes when I want to load a save Game [e digicons]:([/e] I tried to load Auto-Saves and my Save games and GalCiv4 always crashed... [/quote] Are you trying to load save games from an earlier version, after the new update? If you got the game to start with the newest version, but try loading a save game from previous versions, ya it will probably cras

44 Replies 89,440 Views

As Reffet said, it is accessed through the artifact menu on the bottom bar. Also note that when you click on a planet to use it, it doesn't look like it does anything at all. It will display as a planet with all Zeros for stats. However after you colonize the seemingly worthless world, it pops up with (usually) pretty good stats. That's a bug they said they are going to fix eventually. Happy Thursday !

3 Replies 33,181 Views

Two things guaranteed on Gal Civ forums at least all the way back to Gacl Civ II days: 1) People asking/begging/rationalizing the need for tactical combat, at least once every couple months. 2) Gal Civ creators saying no there will not be tactical combat, and delivering on exactly that. Happy Thursday!

29 Replies 90,457 Views

Can we please turn the grid back on at ALL zoom levels? Without having to go in and manually tinker with files. Pretend I'm computer dumb (because I am) and don't like doing that. Why do you guys hate letting the players see the map clearly and adjust it to their preferences? Happy Wednesday.

10 Replies 25,533 Views

Could we get an option to assign which core world a colony supplies? We already have that option for asteroid mines, which is good; it would make sense to be able to do the same for colonies. Thanks. Happy Tuesday !

4 Replies 7,088 Views

Yeah playing the Terran Alliance and trying to trade with the Terran Resistance is also incredibly hard to see that slider. I was thinking of something similar to your idea, putting like a black line between the sides with a visible pointer thing on top of it. Happy Monday !

4 Replies 12,228 Views

I totally agree with being able to turn off the background stuff, so you can just play on a flat black map. All that background "clutter" often makes it very hard to see stuff that is actually important. I also mentioned that before in another post. Happy Monday!

3 Replies 7,534 Views

*searches for part about getting hex grid back at all zoom levels* *doesn't see it* *cries* *searches for part about Commander ships being upgradeable again* *doesn't see it* *cries more* Happy bug squashing!

6 Replies 16,212 Views

So I was checking some trades and stuff, and I had made some trades that involved exchanging Open Borders treaties. Later I was kinda curious how much longer I had left on some of my Open Borders treaties, but I can't find anything anywhere that tells me how much time is remaining on any treaties I have made with any other civs. So is this some sort of glaring oversight of the game, that it doesn't show anywhere what treaties you have with another civ and how long they last? Or am I j

0 Replies 1,236 Views

I asked about the non-survey ships not upgrading thing a day or two ago. One of the Stardock guys said something to the effect that Commander ships are supposed to be able to upgrade, but they currently aren't working properly. They said it would be fixed sometime. It sounded like non-commander ships are NOT going to be upgradeable like they used to be though. Just paraphrasing from memory, don't take it as scientific fact.

5 Replies 9,059 Views