peterh1979

peterh1979

Joined Member # 6013062
37 Posts 76 Replies 702 Reputation

The importantce of being able to minimise pop ups has bee raised and unfortunately the response was that providing that feature was not possible (or extremely difficult and time consuming can't remember which) due to the way the game is built all ready. However Brad Wordell published a road map (you can find it in the journal subforum) having minimising pop ups at release 1.1.

3 Replies 10,406 Views

I'm currently playing a game (1.05 in main branch). I just successfully invaded an AI core world. I assigned a governor but when I went into the world management screen the option for build a core capital was missing. Is this a known bug?

8 Replies 29,736 Views

[quote who="gypsy2299" reply="7" id="3859273"] Quoting SAMarcus, reply 6 I can't think of any GC game I've played where it happened before. If it's a feature, it's either kinda rare to go to the player, or I've just never been liked that much [e digicons]:annoyed:[/e] Player is ra

14 Replies 42,251 Views

On the topic of diplomacy. Alliances seem to be very bare bones. As far as I can see establishing an alliance doesn't seem to open any additional options. The only benefit of an alliance is a victory condition and the promise each member will support each other in war (I have yet so test this but I seem to recall it didn't work in Gal Civ 3).

14 Replies 42,251 Views

In my current game I had a cluster of colony worlds bordering another race. I built a comms starbase to bolster my influence in the region. Now I know that starbases don't impact the outputs of colonies, however I also built the colonial beacon upgrade on the border colonies. The influence output of the colonies didn't appear to change. Also looking through the ideology trees I came across the representation perk which states "all colonies generate influence". <

2 Replies 8,527 Views

I encountered a minor race (The Lantern) for the first time in my current game. I completed their quest (build them a drug factory). However I never got a culture point. Also after selecting my reward I pass the turn and find that when I talk to them again I'm still asked to select my reward. Also not sure if this is related but in the same turn as completing the Lantern's quest I also completed the "upgrade missiles" mission and didn't receive any culture points for

1 Replies 22,760 Views

[quote who="Old-Spider" reply="7" id="3850264"] Quoting peterh1979, reply 5 This has been an issue since the beta. I've played as the Onyx a few times and when you mouse over the growth rate there is never any reference to promethion stocks. If it has no bearing on growth rate (which it really doesn't look

8 Replies 16,737 Views

[quote who="SchismNavigator" reply="1" id="3850226"] Not sure but you can mouse over the growth on a planet to see the bonuses/penalties. [/quote] This has been an issue since the beta. I've played as the Onyx a few times and when you mouse over the growth rate there is never any reference to promethion stocks. If it has no bearing on growth rate (which it really doesn't look like it does and I've never seen a tool tip for it) it s

8 Replies 16,737 Views

Yeah kind of agree. Maybe on core worlds that are on a border with another civ. But culture flipping takes so long I don't even know if that's a good use case. There is the ideology perk that flips all worlds and starbases in your sphere of influence but its the very last pick in that tree (I think individualism) so I could take a long time (if ever) to build up enough culture points for that to be a viable strategy.

8 Replies 3,631 Views

Not sure about your first point. However on your second point, it makes sense. Your transport maybe on the same hex as your defensive ships but as you said they are not in the same fleet therefore they are vulnerable and unprotected.

3 Replies 7,635 Views

In my current game of .81 I have unlocked the medical center improvement. I noticed that I can now build a medical center and a colonial clinic on non capital core worlds. The medical center is a straight upgrade to the clinic however due to the fact that in GC4 you can only upgrade districts and not colony improvements this is probably not a bug but by design. While I like that the new approach results in less "building upgrades" having 2 separate pop growth buildings seems c

1 Replies 7,414 Views

[quote who="DivineWrath" reply="1" id="3841844"] I don't think the number of transports affect invasion times anymore. Last I checked, invading colonies takes 2 turns, and core worlds take 5. I think resistance planet improvements affect invasion times by increasing the number of turns it takes. Any combat ship can take a colony, but you need transports to take core worlds. [/quote] Just did some of my own tests. Tried invading a core world with 1 transport (wit an Alt

3 Replies 17,107 Views

[quote who="Markon" reply="3" id="3809509"] Hey, jumping in quick. There was a thread about this just a few days ago, where your questions have been answered I believe, but I think it comes down to two main reasons: it's a fair amount of work to implement, and it would DRAG the pace of the game, ESPECIALLY in multiplayer. I get that Gal Civ gets a lot of things right, and that other games, which do offer that sort of battle, often don't get the same things right. So it would b

18 Replies 46,597 Views

With the Onyx heal the ships with promethion, however I only saw this option appear when commander ships were in the fleet. The races tooltip does say their ships don't heal in the usual ways so I don't know if that means that the only option is commander ships. If this is the case the standard caretaker ship should be replaced by one that heals the fleet by using promethion like the command ships do,

3 Replies 18,181 Views

[quote who="SchismNavigator" reply="3" id="3841386"] Probably not going to happen anytime soon. But the work to add this is being considered in the future. It will require special code to make it work and not lead to unforseen consequences. [/quote] Good to hear its being considered. I appreciate there are complexities from a code perspective but please don't underestimate what big positive change it would bring to the game. Thanks, </

7 Replies 35,367 Views

I know I've asked this a few times in different threads and on discord but I feel its a vital change that GC4 needs (it was needed in GC3 as well but with the added complexity of ideology I think its even more important in GC4). We need to be able to minimize events so we can make an informed decision. I'm not a developer and I get this may not be an easy change but I think its vital (I even recall Brad mentioning it in the forums as being important). Devs, if we could g

7 Replies 35,367 Views

Guys, A couple of questions about invasions. -I assume multiple transports in an invasion fleet shorten the duration? -I assume the higher the resolve/soldiering of your soldiers the shorter the duration? -I assume the resistance percentage is compared against the invaders soldiering ability (if its higher slowing the invasion). -What does planetary defense do? I seem to recall in GC3 it determined how many troops were killed during the deployment

3 Replies 17,107 Views

On a slightly related note one big QOL problem I see at the moment is resources on colonies. Once you have unlocked the tech to build the colony harvesters you have to click on every single colony to see what harvesters you can build. I think a solution is an actual colony overview screen listing all core worlds and colonies (like in GC3). Or maybe you guys could tweak the existing world list in the map UI.

2 Replies 7,780 Views