Your exploration ships should have a longer range than the movement points of pirates / space monsters / sentinels. I do not want to lose my ships if I explore carefully.
Commander4X
This is a very well written post. I agree to the general problem you describe. I try to add something of my own to reach a "solution". The problem you describe would occur the most if everybody (players and AI) build the most efficient fleets. Now, this must not necessarily be the case. There are a lot of games that create enemies that have strengths and weaknesses on purpose and it is the players task to find good answers. So this can be true for GCIV AIs as well. A perfect b
Great post. Some little feedback: Culture flipping of low influence colonies should be pretty easy though. Else this could be frustrating / exploitable. Think about colonising worlds near somebody else's core world. That Torian quest reward: you would get an absolut of 25 research. Maybe it would be good to add a percentage bonus? +1/2% to your overall research for 20 months? So this could be a nice reward at mid/late game as well.
This is a feature of the kind: once you got it you will never be able to play without it again!
Citizens on tiles: this would depend on the details. If those citizens still man transports we would need a good visualization of what we are doing. If you change this system or not: please add easy ways to see the stats of the citizens and/or add some kind of sort/filter functions Star tooltips: thumbs up Too much during turn 1: GCIV is prominent for its quick start. If somebody wants a slow start they can play distant worlds :D I would not use Telescope: I like the idea but c
At a closer look to the numbers: Rebe II 3.27 -> 2.26. Rebe II is just one solar system away. You do not want this change to happen unless you want us to create more core worlds.
Very interesting! Base Value of +2 seems to be a worst case security: a good start and a bad start are closer (percentage wise). An increase of the decay rate would effect production and food, too. So this seems to be a very radical step. Maybe it would be better to get back to your first idea: increase the cost of early techs? Maybe I would take too big of an approach and would not get the job done. My "big approach" would consider (at least): game speed, number of habitable
I want to bring up another point: tooltips. I read a lengthy article about this topic a few days ago. It was about another game but the problem discussed is true to GC4, too. The problem is: what information should be presented at screen (first level) and what information should be given via tooltips (second level). In my opinion, GC4 has many information at second level which should be at first level. Examples: - citizens at planetary management screen - citizens
[quote who="DerekPaxton" reply="8" id="3855417"] It's actually not set, there is logic that determines the ships role based on the upgrades, defenses, components, etc that it has. I actually modified the Commander component in both the Threat and Value dimensions, but not in the fortitude dimension. So it will be a lot more careful with them in battle. If they fall into the Capital or Support roles depends on their other components (notably carriers). And Small ships (the t
Please make them rather Capital than Support. Capitals can be protected by Escort ships. Support ships do not go to the front line. So they do not participate at a lot of fights (their weapons and upgrades of them do not matter).
I randomly recognized that some music tracks have another "volume" level. I checked all music/*.mp3 and here is a list of what I changed (if you want to check it / adopt it partially): Altarian_stereo01a +2db approaching_elysium +2db Continuum_sentinels +5db CultureScreenLoop +2db DiplomacyScreenLoop +5db dust_of_the_astrals +6db EventMusic1 +2db fragments_of_space +4db GC3_Snathi_Peace +4db -2db limiter GC4_Mithrilar +3db GC4_Pragmati
[quote who="MindlessMe" reply="1" id="3854143"] Thank you for reporting. We'll see if we can reproduce the issue. [/quote] You lose other stuff as well. At least you lose the name of your civ and changes to your ability values if you go back and forward during game setup. I already reported this at 1.03 feedback thread but I think it is worth to mention this twice.
Bug during game setup: custom changes to civ name and to ability values are lost Request: please show special (civ specific) technologies during game setup
Bugs: - The end of Against the Tide "stops" The Everwar. I am in peace with other civs but cannot talk to them (galaxy locked in war). Other civs are still at war at each other and the counter for the Galactic Challenge is still increasing. So, the game is in an inconsistent state. There should be a check in both directions when they end - I defeated three dreadlords but only two of three are counted for the galactic challenge. I observed that I got the second point one turn after d
The tourism modifiers seem to be based on how tourism works in GC3. In #3 a +10% tourism is huge. I did not read everything, but what I read I like.
[quote who="DivineWrath" reply="25" id="3851459"] The Drath also can research living hulls. [/quote] Good to know :) Is there anything else that provides tactical repair (repair during combat)?
What adds to repair between rounds and what repairs during a battle? - Caretakers do not repair during battle - Living hulls of the Altarians do repair during battle If somebody has more info it would be very much appreciated.
Bugs: - Often you cannot see the available improvements (I do not talk about planets without any free tile). Saving and reloading makes them all visible again Feedback: - Battle log. In order to reach at least one damage point the (shown) attack value is increased above the defense value. I think it would be less confusing to decrease the (shown) def value instead - Drengin. Prison Labor Camp and Prison Research Camp. Maybe this is just a bug, but their colony unique at
[quote quoting="post"] When I click on a colony world's core resource (like research) and I see the bonus from a colony, I want a breakdown of where I'm losing yields from that colony. Pollution/Crime/Approval/Decay, etc. [/quote] Great post. Maybe I can give one useful hint though. Pollution/Crime/Approval do not influence a colony. Those factors only matter at Core Worlds (crime of a colony is transported to its core world but it does not
[quote quoting="post"] I've tried "small" galaxy settings, reducing the resolution from 4K to HD - nothing changes changes the poor performance behaviour. [/quote] Did you activate Low-Res tectures? I play at full hd and this is my first action when the game starts lagging. Make sure to restart the game. Not all settings need a restart, but this one does.
Great post Stalker0. I just want to through in the ideas of visualizing citizen/leader stats without the need of checking tooltips and the possibility of sort functions for example for planet citizens and candidates for loading ships. I would like to see which ships of a fleet are damaged, too - I mean without tooltips. You could use the same technique as in the battle viewer: more red = more damaged.
[quote who="Old-Spider" reply="5" id="3849772"] Quoting Commander4X, reply 4 - I do not know if this is a bug or intended. However, I attack a fleet that is invading one of my colonies. I "win" the fight but one ship of the enemies remains. Battles can take more than one turn now. It's p
I am playing 1.01 but I guess this does not matter much. Bug? - I do not know if this is a bug or intended. However, I attack a fleet that is invading one of my colonies. I "win" the fight but one ship of the enemies remains. The invasion stops - Invasion stops if you do a missile volley Feedback: - Maybe it would be a better experience if high cost leaders would be exluded from the first pool of candidates (currently some can get their commanders and science
Nice :)
You replaced "Early Access Feedback" by this new subforum. The new subforum is not listed at https://forums.galciv4.com/ . My only access to this subforum is by searching recent posts.