Just a thought, the Altarians look a bit washed out and dead like, but the cover pic of the nice Altarian lady is much brighter, like an ideation of an ascended god like civilization would never used bad words and are quite huggable. The profile pics in gc4 for Altarians, by contrast, i am afraid of, they're going to drain me of my blood when I take a nap, i just know it. Here's my concept of a more vibrant festive altarian, obviously this is just a terrible hack job without even
bradzoob
It's a bit tedious as it is, once you hit 200+ turns the game takes a while to process a turn and there's lots to do per turn, so cleaning up 50 odd enemies in a cluster is really tedious and basically revolves around having a tonne of ships in an area swarm the enemy, and even with modded mass / faster ships it's a chore because they can only do one kill per turn (2 if you include the missile). But it wouldn't be a chore if you gained XP properly, I'm constantly upgrading survey ships
Is that true? i've only ever noticed points from completing missions. I just tested now and is the Singularity Power Plant considered a "wonder"? do you mean Galactic Achievement? In any case this Singularity Power Plant did not grant me a point to put into the Ideology tree. Has anyone ever played 300+ rounds and managed to fill the trees with points? or even just one tree? Do missions just stop coming at some point for no reason you can discern? I don't know wh
In each of the playthroughs i've had I get a handful of missions and each mission i complete i get a point i can apply to my civ, but there only seems to be a handful of them, they're strongly based on RNG (like everything is in this game, which is pretty bad) then they no longer arrive. What's the criterion on their release? is there only meant to be a dozen of them? By about turn 250 each game (largest scale) is dead. Are you doing statistical tests to make sur
I can't get this game out of my mind despite growing frustrated at the bizarre arguments regarding nerf'd core features, the segmented clusters are a brilliant idea that took me by surprise and galciv3's lack of it really kicks - but it suddenly struck me, i don't have to cry about regressive changes, i can just mod this damned thing to make me happy, just like cp77 :) So i played around a bit and managed to get a mod working in about 15 minutes that doubled the hull sizes, though it
Is there any way to bake new xml settings into an existing game? it implies the values are compiled into the save game, is the save format available so we could compile our own tools for this?
well good luck guys, I hope you're right and majority of 4x players do want this and if not i hope you built the system to be flexible so you can undo it all :) :)
wee! came here looking for a reason to have another crack :) [e digicons]
Endless Space is pretty good for tactical design, choice of weapons or engines, long distance ship once free lanes are researched and you have a hero who can multiply them, but it's also a bit different, more prefab, scratching different itches to galciv, galciv was always a more open graph to fill with whatever joy you wanted, aesthetically ugly but also completely 100% freedom. If i were to simplify something in galciv, and i don't in general ever want this for any game be
"Sleep" would be an awesome button, i do get pretty irritated by constantly telling ships to wait 1 turn because they won't go sentry with a ship within visible range even though you're waiting for 60 other ships to arrive... I do think somebody over there could benefit from playing a full game in earnest to get an idea of the obvious issues, no offence if you already have but it does seem these things should be obvious.
Separating the ship designer from the ship builder might be pertinent at this point, the ship designer to me covers the aesthetic builds, i never used that because it's just meaningless aesthetic, but the actual guns/engines/shields etc were the builder components that do have a huge impact on the game. Those are the bits that no longer work because the granularity is 1-8 slots where as before it was +500, so you could tessellate an extremely deliberate build for a very specific strategy.
It seems they want to simplify it to address some concern over time expense but the obvious way to resolve that is to build a working upgrade/auto builder, the one in gc3 wasn't bad but it did leave room for improvement. That way those that don't like to fiddle around with ship configurations don't have to, and those that live for it can.
The problems with growing "out" (more ships, zerg swarms) rather than growing "in" (granular unit builder allowing you to fit near infinite combinations by weight) is a known quantity, and was maxed out 15 years ago by SC, it offers LESS personality because you have a million ships so you have 1/millionth interest in each. I mean this is a lesson Blizzard taught everyone 25 years ago, it's not new info, they saw the reaches of the genre and they bailed entirely, avoiding the supreme com
i don't think I've ever seen anyone happy with the way developers implement randomization systems in games, possibly because they don't use weighted distributions or any sort of moderately complex selectors or something, they just use whatever mathematically ineffective, untrained unRandom (random isn't random) lib they come across? "rogue-like", the champion of "random", is almost the diametric opposite of 4x, one is about letting a game happen to you and you surviving as long as you c
oh yeah i don't mind the aesthetics, i play on 4k at a huge altitude so everything is icons, there's no need for aesthetics. It's the mechanics of the game and the solution you're "role playing", with the current Ship Builder you have no personality / agency in the game, all ships will resolve to the exact same config and therefore you may as well just remove the builder or in my case i may as well just not play the game.
I'm playing the latest now and looks like I must be out of sync with the way 4x is going, I'd have thought we'd be innovating the maps further, custom zones, combat adjacency bonuses, flesh out heroes further so they have more feeling, not casualizing the mechanics. I love the new videos, they're incredibly well rendered, that's definitely StarDock punching above their weight, also i was drooling at the new civ list, absolutely gorgeous use of colors and animation, i didn't know who to choose
Thanks, but this isn't a usable ship builder, you can't create a custom ship with a granularity of 1/2 units. In galciv3 we had an actual usable builder offering a granularity of up to about 500 units so a very custom build could be arranged, this was a major part of galciv3 and i'm stunned that it's been nerfed like this.
Yeah what a nightmare lol, we finally got compartmentalized maps that make traversal fun and segmented (i don't know why this works so well but it does) BUT they removed the absolutely essential ability to make big long beaky weird ships that can dash across a galaxy but will implode if you throw a banana at them (ie custom solutions to custom problems, ideally the cornerstone of emergent 4x) lol the irony hurts :P sigh.
Yeah the Stellaris tech tree system is something i really dislike about Stellaris, I understand it's their spam solution to a "rush" balance problem with their spam game but it's a bad solution and GalCiv isn't a spam game. I feel like the removal of the granular Ship Builder and the addition of the Etchy Sketch tech tree are precisely the opposite of turn based 4x, which is about planning. Can't plan anything without a persistent tech tree and a proper ship builder. Hope they're not gone for
Yeah this was a bit weird, it kinda makes sense when you compartmentalize the features in the sequence; the laborers, the raw resources and the means of production, a production chain. The intention seems to be to abstract the raws and allow you to adapt your planet to your needs, BUT at this point it's just implemented incomplete/oddly, the controls for controlling the resource abstraction are very incomplete, there's no way to direct a planet to a specific planet or manage supply line
I've been searching everywhere for an answer to this so sorry if this is the wrong place to ask, but what happened to the GalCiv3 ship builder system in GalCiv4? is it coming back or is it dropped forever?
after 370 turns on 0.65 i have _5_ culture points applied. Something is very broken with that. :)