Colonel_Panic2465

Colonel_Panic2465

Joined Member # 7012500
24 Posts 86 Replies 447 Reputation

I said "and class" but I meant the properties of the planet, I apologize. It is not back to how it was, it currently shows planets but no information at all. I do not have megastructures installed.

13 Replies 2,922 Views

Thanks, Illauna. But I'm afraid this is not particularly helpful, for reasons I think are pretty obvious. "Class" is fairly meaningless, as you are well aware. What's the tech rating? What's the wealth rating? What special resources does it have? The planet tab is fine, but it's just "here's all the core planets" and "here's all the uncolonized planets". Yes, you can get there from here, but again WHY. It was MUCH easier to see before. R

13 Replies 2,922 Views

I guess I'd point out that our "sensors" are getting better every year, and also this is a game. Is there a GAME reason why having planetary info in the star properties window is OP or undesirable? If "it's unrealistic" is the reason for the change, that kinda opens up a can of worms? Also, it's how it was before, so how bad was it that it had to be changed? I also find it pretty inconvenient after I've revealed the entire solar system -- as I said above, I'd be ok w

13 Replies 2,922 Views

I just started a new game and if it's a bug, it's not fixed. Note that I don't have the Mega Structures expansion yet. But when I click on a star, I see the planets but not any info about the planets. :(

13 Replies 2,922 Views

And it needs to be: if you can click on the star, you can see the planets and their class. ;) OOORRRR: if you've discovered all the planets orbiting the star, they get their class listed when you hover over them (in the star properties view)? That would still be very handy. It's no big really but I notice we keep going back and forth about what you can see when you're in sensor range of a star. Is it a problem to be able to see the planets around a star without

13 Replies 2,922 Views

Gotcha. Before there were generative citizen types, I picked the ones that I thought would be good for the goofy civs I was making. Those then informed the civ "species" when that was added, and thus the "phenotype". I see, thanks

2 Replies 7,027 Views

I guess phenotypes were added a few months ago. Was a phenotype randomly assigned to my existing civs? It looks like it? My House Liao guys are now "artificial" and my space wasps are "plantoid". And I can't change this in the interface. Any chance we could have that be editable without going into the xml files? Or is there a way and I'm just not seeing it. (I'm pretty sure that's not what "phenotype" means either, but that's no big.)

2 Replies 7,027 Views

Is there a way to turn off the zoom and shake transitions when going to a space dock, starbase, or planet? Please let me turn this off. Also, it's bizarre to me that ships don't alert when hostile ships enter sensor range. Why is this considered part of the game play? They plow ahead, sticking to their orders. Or survey ships quietly let space dragons approach without alerting. Like, GOTCHA HAHA you didn't pay attention to every ship with orders in your f

8 Replies 15,430 Views

I don't mind sectors as an idea. I thought I'd HATE em but I've warmed up to them quite a bit. One thing I really like about them is that the galaxy can still be huge. GC 3 (or 4 with no sectors), even on the largest map, still felt a little like "Wow there are a TON of aliens in the Small Magellanic Cloud!" But now it's more like, yeah there's more galaxy to see but nobody's found jump points there yet. As far as navigating between them, maybe there could b

5 Replies 12,706 Views

Hi, I'm feeling ornery and want to complain again. ;) (I love the game otherwise these things wouldn't bother me.) First, I'd like to register my dislike for the new teensy sized sectors. I think it does tend to cripple anyone who starts in one. And sectors that are so close together it's weird that there's a jump point. Like if they're directly adjacent, then why? But I suppose that with no galactic viewer, then scrolling takes a long time? I

5 Replies 12,706 Views

I complain a lot but I just wanted to say, my brother and I played GC4 warlords multiplayer and it was stable (didn't crash once) and pretty great. Incomparably better than GC3. Maybe in the future we can have larger map sizes available?

2 Replies 2,335 Views

[quote who="Grathocke298" reply="2" id="3930596"] I remember that I used the kinetic one once on a ship that didn't already have a mass driver and it didn't give it a kinetic shot. I now always check that I'm giving weapon upgrades to appropriate ships. [/quote] Oh is that it? Previously +2 would actually GIVE kinetic attack to a ship if it didn't have any. I was even able to give it mass driver upgrades when I did that on a capital ship. But ok, that

3 Replies 4,085 Views

I used the artifact that adds survey ability to a ship, and it didn't seem to work. Right after applying it, I was unable to survey. BUT, I saved it (after I applied it) and reloaded, and then discovered it DID work after all and now I was able to survey. The kinetic +2 one didn't work, even after a reload or waiting a turn. Other artifacts seem to work great so far but those two seem weird.

3 Replies 4,085 Views

Yep, you CAN minimize these. I guess events are windows? Interesting. Maybe the "decide later" button could just be where the other decision buttons are, but at least I get it now. Ok thanks!

3 Replies 11,194 Views

It probably goes without saying that you can't ACTUALLY have -1 of something. I'm referring to an event where a civ claims that pests from our civ has damaged one of their worlds, and they want 500 credits and 1 monsantium. My issue is: first like I said, you can't have negative of an actual thing, but also, more importantly, wouldn't it be nice if you could put them on hold and sell some commodities or anomaly loot to raise the money? On the same turn as the demand

3 Replies 11,194 Views

lordduzi, your issue sounds a little different from what I was talking about. Defended anomalies firing volleys at passing ships is certainly interesting . . .

9 Replies 4,030 Views

Just downloaded Warlords and I'm excited to play it. But I was wondering, can I get an answer about probes getting blown up by the pirates and monsters? This was definitely not a thing before and it's definitely a thing now. I personally am not a fan :( It's really a problem. Thanks Lots more pirates in Warlords just wandering around, looks like.

9 Replies 4,030 Views

Here's a game: https://drive.google.com/file/d/1V1Vt65lW7B_uEic7ZjSzAHzLQNhqlrLt/view?usp=drive_link Try making an open border treaty with the Federated Suns. Offer them the treaty and ask for credits. Every time they will offer 40, which is 10 more than what will make the "accept" button light up for them. BUT, the cultural treaty I tried with a different fa

9 Replies 4,030 Views

Hi thanks for the reply! It's interesting though . . . 1) that is a changed premise, then, from when we talked about this last time https://forums.galciv4.com/525321/page/1/#3917482 And it actually doesn't seem to be true, they're still 90% ignored. Being at war with another civ is different, they'll obviously kill everything. This is for pirates and monsters and precursor pirates. 2) Yeah

9 Replies 4,030 Views

These may be real nitpicks but I thought I'd mention em. 1) my probes are still occasionally getting blowd up by space randos. My understanding is that's not supposed to happen. 2) When negotiating with the AI and asking for credits for something I've offered, they always overbid what they're willing to accept by 10. In other words, if you take their offer, it's not acceptable to them. I can either reduce their bid manually by 10 or re-ask for credits, at which poi

9 Replies 4,030 Views