... continued ... 6.1 Population Stats Please pick a standard data field ordering format and stick to it. As a user, in the absence of a data table, we have to quickly mouse-over the population, one after the other, to get a glimpse of the citizen characteristics. However, when the ordering of the fields is inconsistent, it makes processing this information all that more difficult and tedious. (seriously, after a couple of hours of this, it brings
Mark Short
You are correct. Found that for the first time. Again - very strange combination of "tooltips" + combination of right-click menus....
... continued ... 6.1 Population Stats The Tooltip Presentation, IMO, is a jumbled mess that could be tweaked a bit to make processing this, visual wall of information , somewhat easier. I don't need to see TWO (or more) different lines for a population attribute. Instead, using the data from above, it could be condensed to one line per attribute as follows: Intelligence:
... continued .... 6. UI Quirks 6.1 Population Stats I love all the data and detail given to the underlying population; however, much of this is glossed over and not fully explained. Additionally, the UI presentation leaves much to be desired. Nowhere in the UI does it clearly specify the Pop Type. ??? You have to infer this information from a strange combination of tooltips and right-click menus. For example, what is the Pop Type of
... continued .... 5. Housing Districts The level bonus is too low, granting only a 10% increase per level. This is much lower than any other district type, and IIRC, lower than GC3.
I am OK with the decay penalties. I just liked that GC3 gave me the choice to manage this, according to my play style, and not being locked into each core world having to have their own shipyard.
Just a couple of items... 1. In GC3, I believe you could assign multiple planets to the same shipyard. While it is not a huge deal, but it was nice, early game, being able to pool production from several planets to build ships. 2. I wish I could assign colonies to a specific planet, like I can asteroids. 3. Space Elevators - I believe the cost for this improvement was recently bumped to: 2 Durantium + 1Maint. (previo
When new habitable planets are found via events, they are not updating the map correctly. Which means finding them is very difficult / painful - and are easily overlooked. As in the following... where is Lacaille I ? <img src="https://cdn.stardock.us/forums/6/39/639
My bad. It is +0.1. Still, it does not seem as good as it was in GC3.
I have encountered this issue as well. In fact, a couple of times it acted just like an OS LoaderLock, where the OS completely locks up and requires a hard-reboot.
I have notice that the map does not get updated when you get the "New habitable planet" survey event. In fact, I used to completely overlook this previously when it occured. However, I have noticed that if you save the game and then reload, the map tends to get updated with correct icons. I have seen this happen several times where I would say - "I didn't realize I could colonize that planet" ???
Seems like there was little effort made to balance the Civilization Traits according to their cost. Honestly, some of the traits seem blah.... while others are OMG! Explorers / Fast seem really good. Also the ones that give you access to additional tech seem really good. I find "Farmers" exceptionally good as it allows additional planet hexes to be terra-formed, as well as provides access to the "Bio-Agriculturist" occupation - which helps reduce pollution.
Is it me or does it seem like the City/Urban zones were nerfed since GC3? I believe the current implementation is the base zone increases the planets pop max by +1. And then, each level of improvement increases it another +0.01. The City/Urban zones don't really seem all that great anymore.
GC4 Supernova Ver 1.50 The UI thread randomly locks up and quits responding to UI events. (i.e. mouse clicks, etc...) The game is still running, but is non-responsive. Have to use the task-manager to kill the application and reload from an autosave. It seems to happen when mousing over an item and it is in the process of loading data for the tool-tip. Does not happen all that often.
IIRC, Hydroponics was common to pretty much most in GC4. (without having to pick farmer) But when playing the Alarians or Humans in supernova and trying to add one of the botanical-resources to a colony, it would never let me with the tooltip saying it required "Hydroponics". Then went and checked the research tree and it was nowhere to be found. :(<img src="https://cdn.stardock.us/forums/6/39/639228/34c83f09-56e4-4e06-9da4-9ab61fbaa8b2.jpg" alt="" width="820" height="
I have been playing the Altarians, exclusively, for the past full week. I have not encountered this bug yet. However, I did run into one CTD and got the option to submit it to the developers. (this occurred during the end-of-turn processing...)
In general, there appears to still be an overwhelming number of display bugs while viewing the star base detail screen. In many cases, the current resources that are being mined by the star base fail to fully display. In cases where mining star bases overlap, often times the resource is listed under the wrong star base. (but the UI seems to denote that it is already claimed by another star base?) These issues are especially noticeable when selecting star base detailed
Another carry-over from GalCiv 3, I believe, is the frustrating ship auto-movement that runs your ships past enemies, and in some cases, directly in the middle of a horde of enemy ships, further expending all of its movement points leaving nothing to escape. (obviously, that ship will soon be destroyed by the horde...) Now, this could be addressed by manually moving each one of your ships. However, this is overly tedious and unreasonable to expect any player to have to do this.<
In general, I find the size of the stars way too big on most viewing modes. I become especially frustrated when a ship ends up behind one and it become difficult to see it and select it due to the massive size of the neighboring star. Is there a feature or ability to scale down the rendering of the star graphics to a more manageable size?
In general, the graphics regarding Black holes appears to be a carry over from GalCiv 3. However, in honesty, I still find them difficult to navigate around and impossible to spot. I sincerely wish the designers had chosen to update the associated graphics to include an "accretion disk" to make them a bit easier to see.
Thanks guys, all helpful advice. Glad to know I am not the only one suffering GPU performance issues. I have forced-configured GalCiv4.exe to use the Nvidia video card. Even then, GPU performance hovers around 88%. This is not even an FPS game. Only time I see performance this bad is when game uses a C#-based graphics engine. (i.e. Unity ?). However, I don't see any unity libraries loaded. Also suspect a resource-leak, as
Guys, Recently purchased GalCiv IV. There is a lot of good stuff in this title. A lot of the newer artwork is very crisp and looks stunning. However, the game performance, particularly involving the UI performance, is lackluster and often detracts from enjoying the game. Added to this, there is very little in terms of "Options" to allow me to disable or customize most of this. For example, just turning off Leader animations or sprite animations co