Birds gotta fly Fish gotta swim Trolls gotta troll. We should probably stop feeding this one.
shayvaan
[quote who="DivineWrath" reply="86" id="3810164"] Theres this bug where if you have no colonies but at least 1 colony ship, you are still in the game. I really think this is a bug. There is no way you're turn things around with a single colony ship. [/quote] I don't know about that, I suppose it would depend on when you were defeated. If it was relatively early in the game and you had just gotten the ability to travel between sectors and the AI didn't, you might be abl
ForgottenSlayer, check the leader's card, some have small circles that represent abilities. When you mouse over them they tell you what they do. It may have one that gives it -2 Diligence.
I take it Hypergates haven't been implemented yet? I have researched hypergate construction and no hypergate components has shown up when i design new ships.
For some reason the tech tree button is working now. I can choose the techs directly from the tree.
Actually, in Stellaris, you have 3 fields, physics, social and engineering, your research generation is divided by these categories (different things generate different kinds of research) and you are researching one tech from EACH field. We have yet to see the tech tree for GC4, but GC3 had 4 fields, colonial, engineering, warfare and culture. So far as I can tell it looks similar, if not the same for GC4. However, we can research only one tech at a time and only f
Another big difference between Stellaris' random techs and GC4's is that Stellaris has 3 random techs being researched at a time, one in each category. You don't have to worry about whether or not you'll keep drawing sensor and culture techs when you need larger ships. I wouldn't mind having random techs, so long as they were better chosen. Maybe a couple more choices, with one being forced from each tree, perhaps. Or, possibly, giving us the ability to research 2 te
[quote who="Seilore" reply="50" id="3809519"] Quoting shayvaan, reply 45 Is there any way of getting culture points reliably? I am turn 242 and only have gotten 4 culture points. Not that we've figured out as of yet. Because it's alpha most likely the majority of these haven't been
Is there any way of getting culture points reliably? I am turn 242 and only have gotten 4 culture points.
Yep, already in there.
When you downloaded GC4, you got two versions, one is labeled, "test version" According to DerekPaxton, the main one is the "stable" version (stable being a relative term in alpha) and test being where they deploy the latest changes straight out of development.
Another thing I have noticed is that the selection of which techs I get seems a bit... limited. Most of the techs I see seem to be economic or governmental in nature, with only a smattering of military stuff, unless you reroll, and I don't think the AI knows how to reroll. My present game is on turn 147. I have the first two subspace techs and am cheerfully exploring other sectors, while refusing to share said techs. I am playing in an Immense galaxy, with only 4 AI
I don't know how much of the AI has been written yet. Brad did say that a lot of it was going to be written in conjunction with the game and research is much different now.
[quote who="SchismNavigator" reply="1" id="3808951"] The case of the disappearing modules. I'll make a note. Can you recreate this bug and do you have a save game of it? [/quote] Alpha 0.40.186553 The missions are Upgraded (Lasers), (Missiles) and (Kinetics). When I choose the option for +2 attack (of the mission attack), it shows up on the ship profile, I move the ship to wherever I'm going next. When I next click on the ship, it is back to whatev
Version 0.40.186553 Colony nameplates are a bit large and tend to hide things underneath them (including other colonizable planets)
Haven't gotten that far with mine, Just started traveling to other sectors. I am guarding that tech as well. If the AIs want it they will have to get it on their own. :) Btw have you tried re-rolling your techs once in a while? I've noticed that they often keep the ones you didn't choose previously and you just need to shake it up if you want something different.
[quote who="ForgottenSlayer" reply="3" id="3808928"] I had something similar happen it was one of the few core worlds I found and was so happy and before I got a ship there it was taken. I was playing gigantic with 7 total players and found one by turn 30. And option to make everyone start in their own sector would really really be appreciated if there were if enough sectors and a low enough AI count so that you could an unrushed exploration phase if a player
At the rate this is going, I think a general feedback topic is going to be appropriate. At any rate, for my feedback. I would like to see a bit more space between starting positions. I created the largest galaxy possible, which said that you could have up to 64 players. I had 16 AI. Used the first colony ship on Mars, started to build another colony ship. One turn before it got to Artemis another player colonizes it. Turns out there were 3 oth
One thing I would like to see, is the ability to demote a world from core to colony. Wasn't paying attention to which world I had selected and accidently chose a class 3 planet as a core world instead of the class 15 I was looking to put the governor over. Oops :)
While surveying, Discovery came across an anomaly that gave an option to +2 kinetic attack. When I clicked on on it, my ship showed that I had 4 beam, 4 missle and 2 kinetic, however the 2 kinetic disappeared when I went on to the next turn.
Mars gives its resources to Earth, which, in turn feeds the shipyard. Only core worlds can build shipyards, and all of the resources given to a core world is available to its shipyard. Now mind you, I would like to see multiple core worlds able to sponsor a shipyard, but all colonies are supporting their core worlds shipyard automatically.
Don't know if this is one of the typos that was corrected, but in the Drengin Prison ship anomaly, it said that getting Drengin colonists would be "short-sited" rather than "short-sighted"
Looks like Jupiter and Saturn are sharing the same orbit. Also Uranus, Neptune and their special "Planet 9" seem to share an orbit. Trick of angle? Or is it a limit to the number of orbits to keep the stars further apart?
TBH I don't think this is necessarily one or the other. Why not both? Most of your scientists would be happily plugging along with whatever "normal" system they have, but the player has the option of building (a possibly expensive) building (or station or district) where the more -reality challenged, shall we say- scientists can congregate. This option would probably be slower, expensive and with the scientists in question demanding the odd resource or two on occas
Brad said in the QA video that it would be about the same as GalCiv 3.