If at all possible, please give us a toggle setting in the Interface tab of the Options screen that allows hiding of Colony nameplates. I would like to have a map where only Core World nameplates are present, as Colony world nameplates only really serve to obscure the map. The nameplates don't give me any additional info but the name of the planet and that's not really relevant to me, since I really don't need to know the name of the planet I'm strip-mining and unsustainably far
jdblue82
[quote quoting="post"] ... The most recent GalCiv III update coming out (v4.2) includes some improvements in these areas. But again, how quickly do people want to meet new players? IMO, this is where minor civilizations might be interesting as a middle step. As a player, how would you like to see your setup screen improved (specific options) to help cater to your personal pacing preferences? [/quote] I'd prefer to not meet other empires in the first
[quote who="gypsy2299" reply="45" id="3812871"] One of the reasons they are using Epic and not including Steam is be cause they want to use these forums and Discord for discussions. [/quote] I don't follow your reasoning. While Steam offers some very basic forums on their platform, they also don't bar publishers from using their own forums and many do.
[quote who="Publius of NV" reply="35" id="3812916"] The tooltips for the Torian Academy, the Krynniac Altar, and the Manti Birthing Pool, all say "One per Planet" while they are in your pool of improvements to build, but then once built disappear from the pool like a "One per Player" improvement would. Since these all come from events the actual behavior seems correct and the tooltip wrong. [/quote] In addition, it's possible to queue them on multiple planets and construct m
SUGGESTION: Surveillance is Ideological. Regarding Ideology, it seems a bit... off... to me that building the Bureaucratic Offices adds to Authority, but building the Surveillance Center doesn't add to any ideologies. For balance and flavor reasons, it makes sense that a building that adds Control should also add ideology points to Authority. What Control does just makes that make sense. But I'd suggest that Survei
I've encountered what must surely be a bug—no pun intended—in v. 0.45.188581 In order to get this wildly unbalanced trade, I responded to an incoming trade offer, rejected it, then offered the tech they originally wanted, then asked for all their credits, an obscene amount of weekly credits, and all their co
[quote who="Syrris" reply="1" id="3607732"] Unlike Open Borders, Nonaggression Pact, and Exploration Treaty, the Culture/Economic/etc treaties are not mutual; when you offer it, you're giving them a benefit but you don't receive anything in return. Why would you do this? Because the AI starts drooling at the thought of receiving a boost like that and will trade a LOT of stuff in return for the treaty benefit. [/quote] This is incorrect. As of 1.4
[quote quoting="post"] You get to reply to like 3 things in a day, im not even sure I did that many today after coming back to answer the couple threads I started last night. Horribly restrictive to the point I didn't even get a chance to post the suggestions I had yesterday or today. Guess ill just read these and not bother trying to post/reply if I have to string it out over weeks just to reply and thank people for answering the couple posts I made... [/quote]
[quote who="Director" reply="2" id="3593479"] Or when you add a ship. Or when you release a ship. Or when you even think about that fleet, seems like. [/quote] Yes. The fleet name system is just like The Game. When you think about it, you lose it.
I am one of those who mercilessly uses the ability to sell techs to minor races in order to bankrupt the minor races before I roflstomp them. In diplomacy's current in-game iteration, this ends up being really, really easy to do. I play with the AIs at "Gifted" currently. Are the AIs less generous in trades at higher difficulty levels? If not, then I agree with the sentiment that diplomacy could be more immersive/challenging. As of right now, the way the dipl
[quote quoting="post"] ... Pic.3 This was a quick attempt at seeing how it would look to change the moon to an asteroid. Besides the colors and size it worked well i think. Reduced 62% <img src="http://i.imgur.com/12ll1fF.jpg" alt="" wid
So far, I haven't seen this issue again in 1.02.
Well the game (I think) was started post 1.01, but I'm starting a new 1.02 opt-in game today. I did in fact mark core designs obsolete, so at least now I know what was causing it.
The gunboat anomaly, frozen colonists anomaly, and any other one that says it gives a ship (other than the one that gives a scout) is now not giving me a ship. I'm playing Krynn. I cannot find the instructions to create a dump file so can someone point me to how to do what I need to do to submit this to support? I don't see a sticky "How to submit bugs" post. Please let me know what all you need. I've linked the save. I'm pl
There needs to be an option to refuse any gift, not just to refuse surrenders. It should also piss off the other empire when you refuse a gift. (At least a single "-" worth of diplomatic penalty, for at least 25 turns.) There's no such thing as a free gift. On the plus side, diplomacy is something Draginol talked about in the Steam forums Memorial Day AMA. Improvements to it will be a part of the first major content patch post-relea
The contrast and brightness sliders also do not work and Earth's map looks really washed-out on the social production screen in Beta 6. If this is the same issue you're talking about.
[quote who="Stohrm" reply="8" id="3539309"] Two out of three in the "Specializations" would work for me; but what I would suggest is making that set of selections researchable up to three times. Thus, if you truly want to specialize in one out of the three you have truly done so. If you want to specialize in one more than another, then that's an option as well; and if you choose not to truly specialize in any of them you do have all three (but at a third each of what