[quote who="Frogboy" reply="2" id="3899339"] I think after release, we'll probably create an "Advanced" button that pops up a window that lets players go to down on these settings. Right now we're just focused on trying to make sure map generation delivers fun, balanced maps which is easier said than done! [e digicons];)[/e] [/quote] No doubt, and your efforts ARE appreciated!
Vehement26
[quote who="gypsy2299" reply="3" id="3899249"] Quoting zichella1, reply 2 I'd love to see the following 2 separate map creation options: 1. A single sector, rectangular shaped map of various sizes, in addition to the current circular map options.
I think that, for troubleshooting purposes, there should be function that creates a non-playable map that is fully visible to players in order to see what their choices COULD look like. It would save the frustration of investing time in a game, only to find in later turns that the map itself just simply isn't competitive. Naturally, eXplore is the first of the 4 Xs. But, it can also be the greatest inhibitor to troubleshooting map creation issues. Something like this
The Problem: I am continuously getting the same map: 1 Giant "Super Sector", at a various points in a tree of only 7 or 8 sectors. The sector layout also seems to be leaving a lot of potential map spaced unused. The Map generator just really seems to struggle with creating a large and competitive map. Having anywhere from 30-50% of AI players in 1 sector puts all of those races at a strategic disadvantage, when carefully placed ships can blockade them int
[quote who="Old-Spider" reply="9" id="3892787"] Since modding in Supernova is so hard now, I may not do anything about verifying any of this. [/quote] What has been changed in regards to mods? I've been trying to figure out why my changes to DEF files aren't sticking.
What about giving Starbases (and maybe planets with the right improvements?) the ability to use bombardment attacks with missiles and lasers? This would dramatically increase the strategic value of starbases, and also make them less vulnerable to target practice from bombardment-capable ships. New improvements could be added for planets for cannons and missile launchers. Interceptor flights could also be utilized when their is a fighter cap to use.
When selecting the map layout, what about adding features to tailor a player's initial sector? Subspace Gates (1-5) Map Placement (Distance from center: Close, Medium, Far) Neighbors (Aggressive/Neutral/Passive)
I tried to find the original post, but I think I have isolated the problem with leaders losing diligence when being hired to the activation of the Exploitation (Malevolence) Cultural Trait, which is supposed to give +4 to non-native species. It appears to cause a -6 to native leaders though. This only reflects AFTER they are selected though, and doesn't appear to affect existing leaders.
So, because I can't help myself, I made some adjustments to the GlobalDefs and ShipComponentDefs in the following path: C:\Program Files\Epic Games\GalacticCiv4Supernova\Data\Gameplay Nothing drastic, I changed GlobalDefs to Turn Limit 0 and also set the diplomacy cool downs to 0. I changed ShipComponentDefs to remove the 1 per ship limits on the Transport Module and the 2 Carrier Modules. These didn't stick. My first question is: IS the game even
[quote who="skywalkerhogie" reply="15" id="3888194"] Haha adding ground combat ... might as well add the "Ashes of the Singularity" IP to Galciv [e digicons]XD[/e] [/quote] Well, I was referring to keeping the turn-based mechanic. Resolving ground unit moves, when necessary, would just be part of the turn progression.
[quote quoting="post"] Experiments We are going to try out a pretty big change this week: We are going to make it so that colonies can’t be conquered. Only the core worlds. If you take the core world, you automatically get all the colonies that sponsor them. We haven’t decided if that will be a permanent change but we want to see how that affects pacing. Let us know in the comments what you think. <br /
Naval History is littered with stories of new ship designs or weapons that were supposed to change warfare forever, but failed miserably. It's also littered with stories of how unexpected innovations changed it forever. I like that this element is finally getting introduced to Gal Civ. Dreadnaught-style (20th century) battleships were supposed to be the Kings of the Ocean. Yet, even at Jutland, no two battleships ever fired on one another throughout the wars of
I love this, and how it really shows that player feedback has been genuinely taken into account regarding combat! Personally, I'll deal with having to wait for any of the bugs to shake out. Knowing this is the direction combat is going is incredibly exciting!!! I've always been a great believer in ship specialization as a doctrine, pros and cons considered. I love the possibilities here!
[quote who="RammaStardock" reply="5" id="3887706"] Hello, if the other techs aren't populating your research options, a screenshot and save file would be greatly appreciated [/quote] It's actually working now after the patch. Don't know if it fixed it or just cleaned up the install, but it's working now.
[quote who="gypsy2299" reply="1" id="3887421"] Quoting , quoting post I am about 24 hrs into Supernova, and I have started about 6-7 games (since we're all tinkering). I am seeing 2 strange things: 1) I am not getting options for additional candidates for techs, even at turn 84 and having progressed through
I am about 24 hrs into Supernova, and I have started about 6-7 games (since we're all tinkering). I am seeing 2 strange things: 1) I am not getting options for additional candidates for techs, even at turn 84 and having progressed through a few dozen techs already. 2) I don't seem to be able to add leaders to factions. Is there an unlock in the tech or culture trees that I am missing? I thought this might just be something missing for early release, b
[quote who="Halicide" reply="3" id="3886195"] I for one am completely on board with this. The Korath and Altarian mix looks terrifying and awesome. I think it deserves a full race with some menacing looking ship components. [/quote] If there is an eventual blending of populations on planets, allowing for cross-breeding in races, there's great potential for future AI-generated leaders and how that could affect
[quote who="Frogboy" reply="14" id="3873570"] Thanks and I agree. This is the way we get the kind of fleet combat we want. Getting away from ahem, "medium" hulls and instead into classes (Eventually, lots of classes) that have very specific behaviors (nothing fancy just very specific) will solve so many frustrations. So let me use this opportunity to opine my thoughts on this: (and as a reminder you guys asked for this so if anything, I'm the victim here <
Imagine also having tech trees for ground forces (Infantry, Armor, Power Armor, Artillery). Specializing units for bonuses (or penalties) in certain planet types (Troops trained on Desert worlds get a bonus to those worlds, but a penalty Frozen worlds). Actually assigning units to defend worlds by transporting them. A planetary improvement that creates a queue for them (like the shipyard does).
It feels like combat is just an afterthought sometimes. Just like "Meh, we know you guys need to do something with those ships". Both space combat and planetary combat need A LOT of love. Even if more advanced combat were DLC, I'd be ok with paying for it. I've posted ideas going back to Gal Civ 2, and the only responses I have ever gotten have been from other players who have liked my ideas for turn-based planetary combat. Really feels like those ideas are dis
Altarians are causing crashes? I've had a few games bug out, and I always use them as one of my races.
Is there a ballpark ETA when 1.05 will release to PROD?
May latest solution is going to war with the identified race(s) causing the slowdown, so I can destroy the offending ships! LOL
I think I may have a clue as to cause: In my own ships it only seems to be appearing in ships whose final destination is NOT in the sector they are entering. My next-sector traffic appears ok, but my long-range travelers (freighters mainly) seem to get stuck. I've been forced to decommission those ships in the interest of my sanity.
[quote who="RonBurke" reply="1" id="3856876"] I had a dream for GC3, I am bringing it to GC4! LOL Looking forward to seeing it! Some of the best content I've ever seen has come from this community. I love seeing total conversions as well. [e digicons]:D[/e] [/quote] So, this might be a possibility then? I could dig up my GC3 post that laid out my ideas for an advanced planet