[quote quoting="post"] Volley System The volley system was GC4's attempt to add some tactical combat into the overlay, and it succeeded at this, though the implementation could still use some love. Some people really hate that volleys ignore defenses, as its an easy way to snipe starbases in the later game. I think Missiles and Beams are too similar in how they volley (though not everyone agrees in this point). Probably though the biggest issu
PaulLach
[quote who="gypsy2299" reply="4" id="3916047"] Why would you dock the transport at a Starbase ? I can understand a Shipyard or a Planet but there is never a reason to dock any ship at a starbase. [/quote] One possible reason is if the transport is part of a fleet that is stationed at the Starbase to defend it against attack. However, the issue here is not whether the player can come up with a good re
It looks like you have made changes to how Influence works around Subspace Gates under version 2.2, but I think it still needs some work. Once again, I am playing as a custom civ named "Stink Lovers". The first screen snapshot shows that, in the cell that is one cell up and to the left of my military starbase, I have 100% influnce but, in the cell that is one cell to the left of that same military starbase, my influence has dropped to 2% and the Altarian's influence is 98%.
[quote who="gypsy2299" reply="2" id="3915797"] This one is "not". incorrect there are two separate but equal ways to produce SB Modules one is on planets the other on Shipyards, though the +2 should be in both or neither description. [/quote] If this one technology gives the ability to produce Modules on both planets and shipyards then just saying "Produce Modules" once should be sufficient since there is no way to get the ability to produce Modules on just pl
It looks like the same person also wrote the description for the Starbase Modules technology where they wrote "Produce Modules" twice.
I believe the word "understand" has been misspelled.
The description for Artocarpus Fruit lists "+2 Level to Population" twice under the "Adjacency Level Bonuses" section.
[quote who="perrya555" reply="1" id="3915449"] I think 15% of 77 gets you to 87. [/quote] Think again. [quote who="perrya555" reply="1" id="3915449"] But the larger the number the less supply attrition. [/quote] How did you come to that conclusion?
After looking at all of the traits that are available under all of the Ideologies on the Cultural Progression screen, it appears that every one of them is intended to benefit the player - all of them except for the Independence trait under the Individualism Ideology. As shown in the first screen snapshot below, the text for the Independence trait says" 15% increase to Supply Attrition from colonies". An INCREASE to Supply Attrition would be a negative for the player so I thought
I like the idea of the new hover popup windows on the Battle Report. The popups for the "Evaded", "Absorbed", and "Mitigated" columns are informative, but I think the execution is weak on the popup for the "Weapon" column (shown in screen snapshot below). The first 3 lines seem to always show the same number, but with slightly different descriptors ("Attack (Potential)", "Attack {Ready)", and "Attack (Ready, In-Range)"). If the report included a line for every weapon
[quote who="RammaStardock" reply="2" id="3914550"] I can make the suggestion to the team, but I do see some conflicting possibilities here. Particularly as it stands you gain 1 culture point per turn per capital city for your civ (you can gain more by defeating or taking over enemies), and other bursts or increases tend to be only one time rather than recurring [/quote] I suggest displaying the culture points you will get on the next turn then having a popup that shows the s
I like the new superscripts that show the monthly changes to income and control. Now can you please do the same for Culture points earned per month? There is no place that I know of where that information is available.
I just started a new game under version 2.2.502920 that showed up this morning and I noticed that clicking on a star no longer displays a popup showing information about planets, resources, and asteroids associated with the star. Is that intentional or is that a bug?
Another possible solution to the "1 ship per turn" issue would be to allow core worlds to have multiple shipyards and to give the player the ability to allocate the available Military points to each shipyard. This would allow the player to build as many ships as they have shipyards and Military points.
I would like to add my support for the concept of being able to construct "fleets" at shipyards to get around the issue of only being able to produce 1 ship per turn. I would also like to add additional suggestions to improve battle logic: To avoid the problem of all ships firing at the same ship, thereby wasting firepower, I think you could allow the player to choose to spread the available firepower evenly across all available targets. Think about it
I do not trade with other civs because: Other civs almost always propose trades that are ridiculously unfavorable to me. When I want to initiate a trade I have no idea how the other civ values each of the items that can be traded. I suggest that, when a player initiates a trade with another civ, that you display the buy and sell prices for each of the items that can be traded, similar to what you did with the Galactic Bazaar. This would make it m
The next topic is Executive Orders. I have been playing for a long time and I only use these Executive Orders: Galactic Festival Invite Leaders Draft Colonists I do not use the rest because: Their cost far outweighs their benefit They are only of value for players whose civ likes pollution or crime I have read that many players like the Telescope Takeover Executive Order, but I prefer to use the
I really like the intent of the Ideologies and the traits within each ideology. As a player, I have to make decisions about what ideology I assign to my custom civ and which traits I want to go after and the order in which I want to go after them. Many of the traits give benefits that greatly affect your civ, your citizens, and your fleets. All of that is great. However, I think there are some improvements that you need to make: You really need to make
The end game experience is still very tedious. However, I do want to say that you have made changes to reduce the tedium. Specifically: Creating Rally Points Allowing you to produce a project indefinitely in the Planet Management screen Allowing you to continue making a design until further notice in the Shipyard screen However, there are still some changes you could make to improve the end game experience: Give the
I have posted this issue many times before, but to make this thread comprehensive, I am including it again. You need to fix the issue of opponent ships on Subspace Gates. Issue 1: Ships from different civs can coexist on the same Subspace Gate cell even if they are at war with each other. Issue 2: If there are ships from multiple civs on a Subspace Gate cell and I am at war with one of them, I cannot attack the ships belonging to that civ unless I am at war
Staying on the topic of missile and beam volleys, there is a modification that I would like to request with respect to how fleets use volleys. Here is the situation: I have a fleet of ships that each can perform a missile and/or beam volley attack against a fleet of opponent ships. If I perform the volley attack as a fleet against the opponent fleet, I will at most destroy one of the opponent ships. However, if I disband the fleet and then perform the volley attack
I believe this one is a bug, but I leave open the possibility that this is working as designed. If you have a ship that has a missile volley and a beam volley available to use and you choose to use the missile volley, after you are done both the missile volley and the beam volley are disabled. However, if you choose to use the beam volley first, the missile volley is still available to use. This means that you can use both the missile volley and the beam volley IF you us
This post is related to what ships appear in the list of available ships and in what order they appear. As shown in the first screen snapshot below, there are multiple ship designs with the same name listed. There are 2 with the name of "Cruiser 30" and there are 2 with the name of "Cruiser 35 A". When I create a new ship design and I give it the name of an existing ship design, I am asked if I want to replace the existing design. This should prevent multiple ship de
The primary reason I won has to do with the fact that I took advantage of what I believe are serious flaws in the logic related to special ships that you are rewarded for surveying anomalies like the Nail, Raptor, Ysengard, and Praxis. Flaw 1: You can create new ship designs that are based on these special ships. This allows you to queue-up production of multiple instances of these ships in all of your shipyards. Since these special ships have lower construction costs and
I just completed a game where I won as a custom civ against all of the 23 known civs on the "Godlike" setting. The first screen snapshot below shows the settings I chose for the galaxy. I would like to pass along some of my observations and suggestions for improving the game based on what I experienced while playing the game. I will put one observation and/or suggestion in each post that I will add to this thread so that they can be looked at individually by the coders.