[quote who="Greg02981081" reply="3" id="3819247"] About 9ish hour into this game and I am stuck on "Unknown civilization 12" not loading/finishing their turn. The program doesn't crash it just hangs there forever. Attached my save file and a screenshot below. I can confirm that I am on version 0.55.194342a
Larsenex
Greetings Devs, I have saved the game up to where this bug occurs. I have shutdown and reopened the game (sometimes that helps). In this case, unknown Civ #16 hangs and It is stuck. This hang has blocked further progress and Ill just restart a new game. Attached is the save from my drop box. I have also attached the previous save as well. I did not zip them this time. https://www.dropbo
Greetings, I am getting a hard crash and game wont load. See my last two zipped files. I can start a game and play to a point. I have disabled prestige victory and I suspect this is the issue. https://www.dropbox.com/sh/vo59p7413g912no/AAAJ1nnHVwBEevBq-VeVYxaaa?dl=0
Request > Several rare resources gate many upgrades for the player and the player may go hundreds of turns/weeks before finding them if at all. Allow resources on colonies to be added to the players inventory for the Empire.
Love the new changes. Will post issues/bugs if I find any. I quickly won a prestige victory. Game was not able to continue to next turn after this victory. I have since started a new game and disabled prestige for now as I want to try the 200 turns of war achievement!
I love the commanders! So much possibility here! I also love that the game is asymmetrical and not everyone is equal. Looking forward to seeing more!
The same tech in GCIII which is hyperlane travel is scheduled to arrive in IV. Its just not implemented yet. It also comes later in the game. I dont mind the bottlenecks so much. As long as the ai can be taught to use and exploit them its all good. I hate suggesting options as it ends up being creep. However again at map creation it would be nice to have 'number of lanes per sector'. This calls back to Stellaris which is a setting at start up. </
Greetings Stardockians and Gal Civers! I am very much enjoying the alpha! It is head and shoulders already above Gal Civ III in terms of re-playability for me. I want to give a small bit of feedback and what would enliven the mid/late game for me but I am not sure if on the radar. For starters lets talk about a related thread that Frogboy posted regarding the first 20 turns. In that thread there is a debate on when to meet your neighbors. Some
This is a good write up. With the change on how maps are laid out and the use of Sectors, I can see the need to have an alien interaction in the sector the player starts out with. On Large sectors this has taken me about 15 turns to meet a civ within my sector. If there were no aliens in my sector I would be lonely and not have any trade or interaction diplomatically until I researched both technologies needed to see streams and cross them. This would go from meeting an al
I like the battle viewer but its somewhat dated. Id be happy with the way it is now (in GCIV) but able to have a more detailed and wider field of view if we try to zoom in. I think Stellaris is a good example. The "box' requires an entirely new screen and always had camera panning issues (these were fixed later on). I love seeing my custom built ships blaze away but after 37 times I just want to take a look, go yep we rule and move on to the next engagement.
I think someone deserves a Karma Point! Good Post. I like the way we auto-resolve battles now and I am happy we don't have the viewer. I do think there can be some visual improvements in how we see the battles on the map. Maybe slow down the action and have some kind of 'magnifying glass tool that if you 'click or hover over the battle it zooms in or expands the visual acuity of the battle so you can see more of what's happening rather than go to a separate
[quote who="Publius of NV" reply="106" id="3810909"] I hope something is done about the notification system. Aside from the already reported bug where notifications either do not appear at all or flash and then disappear, I find them too cluttered with notifications that I don't care about and I miss notifications that I do care about. Not all notifications are created equal. For example, I don't care about a notification that tells me I've just won a battle where I was the at
This bug was reported a while back. I think it will be fixed in the July update.
Markon, I know answers to some of these. Welcome to the Forums! [quote who="Markon" reply="48" id="3809511"] Wanted to share the link to my thread of bugs I've found. I hadn't noticed this thread when I made my post. Also, I'm not 100 % sure of the version number for the first round of bugs I found, they were from the very first handful of hours the alpha was available, and I remember noticing an update when I came back to play the next day. But I doubt the iss
Nothing says you cant make a core world out of a class 1. If you want to control the sector use mining/influence combo starbases which will control the sector and get your ship ranges vastly extended. I have found class 8 precursor planets, I would priority rush to colonize those and link up all the class ones to it in those sectors. I have that now in a game. I would go so far to say I would colonize a class 7 average world with 'meh' resources ( I think the one I am headed to
As someone who was able to play with the entire tech tree visible in early alpha and than having it hidden. It does prevent bee lining. This was the purpose. You can still bee line but it will get slightly more costly each time you need to re roll to stay on the path you want. I bee line medium hulls, defenses, and beams in that order. Once those are secured Ill grab planetary improvements and work on planetary invasion. This new method is fine. As long as it allow
I believe we are still missing some resources or they are not easily found. I think the Contract traders should bring the last rare resources (randomized of course) like the tech before it (Scavengers) does with Elerium and 2nd tier rares. The contract traders build cost is pretty steep and for the amount of time with them there should be a return chance for every resource available in game with the exception of drones and constructor modules. I have played several 100 turns on
DG551, Small get two slots total, medium get 5, large get 10. Carrier modules take 3 slots. For the money your best bet is to use the fleetwide defenses as they currently stack with each other. Thus a small with 1 weapon and 1 defense (pick armor) will stack with another small with a different defensive type (such as beam defenses).
I like the (add one remove another) which forces a player to choose. This is great as actions have consequences. Not major ones but significant enough that some players may map out choices to get the cultural spectrum choices they want. I am looking at you collectivist perk for shipyards and colony distance reduction. Question, > Will the traits themselves stay within their current ideologies or will they be reworked a bit?
I wanted to start a thread for folks new to the game with some things the earlier testers learned by trial and error so you can enjoy the game a bit more. Dread Lords and others, please add to this thread as you feel is necessary! You can invade/capture enemy colonies using any warship with just 1 point of an attack. You do not need transports! Core Worlds do need transports! The invasion process can take several turns to complete, failure can happen! I have lea
The disappearing colonies after surrender is a bug. They should stay since as colonies they would need no micro. I disabled surrenders and life is good.
Folks, regarding how many spawn near you or in your sector, this is based on how many civs you play with and what size maps you play on. I have restarted a few times because I get folks 'too close' to me. No loss of honor in re rolling your start. This is something being worked on. I play on the largest available and cut the # of Civs down a bit. This still results sometimes in as many as 4 civs in my starting sector but I am ok if they are a 'ways' away. I know th
This is because of trade. Your citizens will migrate without your approval and some idiot thought it would be a good idea to bring a 'friend' home to Earth. Welcome to 'earth hive'! Seriously its one reason why I never allow open borders with the Festron. I find ships with them? Out into the cold dark they go! I am not even sure I want to conquer their worlds. Ill wait until we have the means to glass the planet (which is coming). Just conquering them can
Taslios, you can take the base citizen and specialize them into scientists, clerics, soldiers, traders, or farmers. Example, you want to send a trade route to the Krynn. You need to A) build the trade-ship and send it out to a Krynn world or colony, and B) change one of your citizens into a trader to get the trade license which allows the trade. Right now you can't move citizens around (to a different planet) easily. You would need to use a colony ship to mov
Great! Looking forward to these changes!