I am not aware of any trait that would give that kind of healing power to a single captured ship. If you are aware of any, let me know what they are and I will look for them.
PaulLach
I have been feeling that some of my ships were healing at an abnormally fast rate so I decided to capture an instance where that happened. The first screen snapshot below shows that I have an Assent M5 that only has 1 hit point (I just scavenged it in a battle). the second screen snapshot shows an Iconian Sand that is right next to my Assent M5. When I attack the Iconian Sand with my Assent M5 I am victorious and, as the third screen snapshot below shows, my hit points have
I always set the sliders for Black Holes and Nebula to None. I noticed that when I start a new game the sliders for these to items are changed to Occasional. I believe this is due to what you described above. I can also confirm that this behavior just started recently.
Joe-Black, I should also note that I modified the MercenaryComponentDefs.xml as described by Old-Spider in order to get the capture ability to work at all.
This is a bit odd. I am playing as the Drath Freehold in version 1.11.366105. For some reason, most of my ships stopped showing the damage received in battle. If you look at the screen snapshot of a Battle Report below, you will see that my "Damage Taken" was 35 but, if you look at the Hit Points of my ship, it says that they are 226/226. In other words, not damaged! It may be related to researching the "Living Ships" technology (just a guess - I have no proof)
After playing for a little while longer, it appears that I was incorrect when I said that the captured Cutter gained the ability to capture ships. It appears that ANY ship that is within 2 cells of the command ship with the capture ability are able to capture ships. Is that the way it is supposed to work? If not, is there a mod I can make to restrict the ability to just the command ship?
Old-Spider, Thank you for the information that I was missing! My command ship is now busily capturing enemy ships. An interesting side effect is that, when I capture a Cutter that was defending a Ship Graveyard, it apparently also gets the ability to capture enemy ships after defeating them in combat. The only disappointment is that captured ships only have 1 hit point. This means I have to spend turns healing them before I can use them. Oh well, it is
Old-Spider, I am playing version 1.11.365778 as the Drath Freehold which has a command ship named "Buopoth" which says it has "100% chance to capture ships defeated in battle." as shown in the first screen snapshot below. As expected, this ability does not work, so I tried to make the modifications you recommended to the file: D:\Program Files\Epic Games\GCIVTestEdition\Data\Gameplay\MercenaryComponentDefs.xml (as shown in the second screen snapshot below).
Old-Spider, Thank you for posting the link.
DerekPaxton, Thank you for posting that here.
I just started a new game as the Krynn Syndicate and noticed that the game has been updated to version 1.11.365778. What should I be looking for with respect to testing changes that were made in this version?
The issue where the game "hangs" during an AI's turn has been repeatedly reported in this forum. The first screen snapshot below shows that I reported this issue back on July 16, 2021 and there are other posts from other players reporting the same issue. While I recognize the right of the devs to prioritize the issues that they are going to work on, I think it is disingenuous to pretend that tchchr's post is something new. While it does not happen in every game I play, it do
This is a bit of an odd bug that appears to be more of a display error than an error that affects game play. As shown in the first screen snapshot below, I have a mining starbase named "Valens Starbase 1" that is collecting Durantium from 3 resources. When I double-click on the starbase I get the window shown in the second screen snapshot below that accurately shows the 3 Durantium resources that are being collected. However, and here is the bug, if I double-click on a dif
Earlier, I agreed with 2 guiding principles: Combat must be simple enough that the result can be calculated quickly (slow turns are bad!) The results of combat must be easily and clearly described to the player In this post I want to expand on #2 above. If we start with the current "Battle Report" (screen snapshot shown below) I think the basic design of having a separate line showing the result of a single weapon on a single ship attacking a s
Frogboy, Thank you for posting the information about how you are thinking about making the new combat system work. I agree with the need to be able to finish every given round of combat quickly to reduce turn times. I also agree with the desire to be able to explain clearly to players what happened during a battle. Given your descriptions above, I have a few questions: With respect to distances, range, and speed: how will you determine t
I believe that, before you can talk about ships and their capabilities, you have to determine how combat works. The following are some basic factors that have to be decided on: Distance how far apart are ships when combat starts? are they all the same distance apart or are some types of ships closer and others farther away? at what range can the various weapons begin to be used? will all types of we
[quote who="NelsMonsterX2" reply="8" id="3873561"] I regret buying GalCiv4 at launch. I've barely played it because it's an Epic exclusive and the only reason I even have to have Epic installed on my hard drive. Now it's getting a "major revamp of the entire game." It just feels like a never ending beta test. GalCiv3 was much the same. GalCiv2 was amazing because it didn't fundamentally change any major aspects of the gameplay, but added incremental improvements and content through expan
[quote who="Frogboy" reply="7" id="3873560"] I think we'll see some QoL updates before the big expansion. We are hiring engineers and others as fast as we can this past year. It's been a manpower deficit (which is ironic since most of the engineers on GC4 are women). [/quote] It may be of value to you to brainstorm the changes you are thinking about here on this forum before you start spending coder time on them. There have been a number of design flaws tha
I also have suggestions related to a couple of really annoying quirks in the movement logic that I have posted about before and hope you are looking at. When you are zoomed-in to where the actual ship design is shown, you are able to right-click on neighboring cells to move your ship to that cell, but when you are zoomed-out to where the ship display changes to an icon you cannot. You can only move your ship if you click at least 2 cells away. If you are zoomed-
With respect to the "New invasion system", I am very much in favor of having the new system determine whether or not a specific fleet can invade a specific planet by looking at the makeup of the fleet and the defenses of the planet. However, I would like for you to consider the following: I believe that players should be able to invade a planet with multiple fleets at one time with their combined strength being used to calculate the time to complete the invasion. <l
With respect to the "New ship design system" I have the following suggestions: Larger ships should have weapons and/or defenses against smaller ships. While I currently take advantage of the fact that a fleet of a large number of small ships that have "Predictive Targeting" (extends weapon range) can destroy a larger ship before the larger ship gets off a shot, I don't think this is "fair". For example: the range of weapons on a larger ship should be greater th
With respect to the "Totally new combat system" I have the following suggestions: Whatever you decide to do with weapons, defenses, etc. give clear and complete descriptions of: how each one works their relative strengths and weaknesses vs. each other. When you describe how the new combat system works, make sure combat actually works that way! The fact that the current combat system does not work as advertised is very annoying.
I just started a new game as the Navigators. Their description (see first screen snapshot below) says "Starts with the ability to detect and travel on Subspace Streams". However, when I went to select my first technology to research, one of the slots was occupied by the "Subspace Scanning" technology with a time to complete of "N/A". If the Navigators already have the ability to detect Subspace Streams then the "Subspace Scanning" technology should already be completed and t
Old-Spider, WOW!!! I had no idea that much information was available. I think it is great that the devs figured-out a way to make this available to players, but it would be nice if the education you gave in your post was available on the screen. Thank you!
I am now playing as the Altarians and went to war against the Krynn. When I looked at the ships they had I noticed a discrepancy in the calculation of the power of the Kinetic weapons. In the upper right-hand corner of the screen snapshot below, you can see that their ship has four Railguns with each Railgun having a power of 4. This should give the ship a total Kinetic power of 16 (4 x 4 = 16), but in the upper left-hand corner of the screen snapshot it shows the tota