Figured out what farmers does, 3 extra terraforming tiles. As of 1.96 still no idea what Bureaucrats does if it has been implemented.... no help from the Encyclopedia it's very basic.
MacsenLP
Map/Galaxy settings are very important in 4X games and the Gal Civ series more than most. I thought I'd show some pics of the state of affairs in GCIV 1.96 and comment on some things that could be improved. I've mainly focused on proximity using all the same settings for each pic otherwise. 12 civs total (player and 11 oponents) The main settings: <img src="https://cdn.stardock.us/forums/8/71/871056/5b41093a-ea58-4e2a-8683-75035916deb2.jpg" alt="settings" wid
Got the game open and a long term issue I've been meaning to bring up occurred to me so here it goes... I'm partially color blind, when I zoom out I can see the differences of the star colors on an unexplored map but only just, I have the biggest issue with purple stars I can't easily distinguish them from blue which is a big issue since purple stars have promethion and often amazing planets and blue doesn't. I have to zoom in to really look at them and then might only be 90% co
Great patch list again, things seem to be really improving very quickly prior to official release date which is great. Glad to hear in a different thread Godlike AI's are now colonizing properly, looking forward to seeing it in action. Couple of quick questions - are cheat options turned off in the beta? Typed in "cheat" in launch options but can't open command window in game which was working fine in 1.8. I did a clean install in-between so not sure if forgotten som
This was the case in 1.8 with Godlike AI, non extreme planets near to AI uncolonized even near to 100 turns; very, very slow to colonize.
The ability to cancel a trade route is also needed, can't see an option in trade with 1.8.
Just watched this brought back some memories, waited for months reading every article I could find on Moo3 had it shipped from the states to play it early, probably only spent an hour playing it before giving up in disgust. Think I still got the flyer somewhere for Gal Civ 1 and remember buying it in a PC games store, electronic boutique maybe. 1000's of Gal Civ series hours later...
[quote who="Old-Spider" reply="33" id="3902878"] That quote is a comment I made yesterday. I was wrong. Mods are active, but they didn't work for me because the structure of mod files has changed. I was using the old structure. MacsenLP's celebration that he got mods to work and Frogboy's multiple claims that they are working forced me to review the ModdingReadme.txt in the Mods folder. That's when I realized the structure had changed. When I used
Holy **** just got mods working - a 20 sector simple mod below- Thanks for your help/great posts Frogboy looking forward to trying this out!!! (Stick this in the shortcut URL - "steam://rungameid/1357210 -rebuilddatacheck" ) click mods in game and set up the mod folder click on moddingreadme text file in it for instructions
[quote who="Wotan1a" reply="24" id="3902772"] Quoting Old-Spider, reply 22 Mods are not active. I had checked it earlier today, and I doubt it has changed since then. Frogboy must have access to a version that has them enabled then, 1.9 perhaps? One can only hope [
[quote who="Frogboy" reply="14" id="3902700"] I'd really need to see the saved game for that. Even on Easy they would do that. [/quote] Drengin weren't the only Godlike AI in this game to be slow to colonize though they had colonized a bit - Please let me know where to send saved games happy to upload it.
Pic of steam Gal Civ 4 launcher - Edit settings file highlighted (opens pref file) To add cheats option in steam - right click on the game in your list on left, click properties, click general, type in "cheat" in launch options - in game press `¬ to open command window once set up a galaxy - cheats I use to look at maps are f
[quote who="scifi1950" reply="10" id="3902687"] And no, you can't select sector size, just the # of sectors. Trust me, you have to work for pain like this [/quote] 1.8 public version, In the launcher, settings, edit settings there is literally an option called "PlayerStartingSectorSize" I think the default is medium. It's possible it's not working if you edit it, I thought it was but I'm beginning to doubt now. I had changed it to random.
[quote who="scifi1950" reply="8" id="3902680"] MacsenLP - I'm playing huge everything with very slow speed settings and conquer all as the only victory setting. Take a good look at my starting sector. It's so big I can't even get to the only portal yet Granted getting a starting sector like this is fairly hard, usually takes me 10-15 rerolls, but I'm not interested in winning game, it's the chase of glitches I'm after. Frogboy always says we shouldn't
I really love the fact AI planetary management has been given a look at, such an overlooked thing normally the approach is give massive bonuses but then the AI doesn't use the massive resources they get well and the player finds a way to plunder them through diplomacy ironically/warfare making harder difficulties with larger bonuses sometimes quicker to beat that lower difficulties with less bonuses in many 4X games. Sadly however in my Godlike game recently I've AI''s that haven't ev
@Flamescreen I guess you were talking about your impressions of how you think it will be. I only really wanted to know if modding was possible currently, your post did seem to suggest it to my eyes at least. No worries, no harm done. --- Tbh I don't particularly really want to mod at all, but the earlier versions of the game allowed for more maximum sectors which I miss not having. Other than that the patches have greatly improved the game. I
So there are four civilization traits that were added in a previous patch Miners/Farmers/Urbanites and Bureaucrats Miners seems to add 6 extra shipyard missions once the techs are unlocked Urbanites seems to add 4 extra techs branching off planetary adaption in the green tech tree (Planetary outposts - Colonial Capital Refit - Megapolis - Secure Confinement) Colonial Capital Refit looks like a tech that does nothing other than allow progress to techs th
[quote who="Flamescreen" reply="5" id="3902449"] It is much more friendly to modding already and more than any of the previous versions. [/quote] Is it? I tried to edit the maximum number of sectors in 1.7 without success. If it's possible in 1.8 I'd love to know how...?
Feedback Galaxy changes all sound good, the hidden reality though is the maximum number of sectors seems to have been reduced once again. 1.7 there was a maximum of 12 sectors in 1.8 it is 10 only. In patches previous to these especially the early patches I'm sure you could have over 20 sectors if not thirty. The weird thing is in the MapSizeDef.xml last patch I think the min/max sectors was 9/9 but produced up to 12. This patch 1.8 the file has min/max sectors of
Hefty patch, looks really good!
Only thing I could get working was pref file changed the Player Starting Sector Size successfully. Tried modding the xml files, nothing will stick, not much in the modding forum to help... are mods not a thing yet with GCIV?
Bit of feedback The sectors are a really welcome new feature I want to make the most of in my games but currently there are too few options in regards of creating maps/galaxies with different amounts of sectors, each empires starting sector and the amount of links to each sector. With the current patch I don't seem to be able to create a map with more than 12 sectors, my memory may be playing tricks on me but I'm sure you could in earlier versions of the game. The old ga
I wrote some notes down while playing about 100 hours with last two patches (1.03/1.04)... FEATURE REQUEST Please show if there are ships within a shipyard in the planet screen Gift Governor etc. from the planet screen Asteroid planet selection (need a planet drop down menu rather than moving half way across map to select a planet). Would prefer all events that have happened that turn to be shown (e.g. top left rather than bt right pop up when cycling t
Might be an issue with 1.4; was another thread with someone mentioning sector portal issue with ships getting stuck/moving back and forth. I've been playing 1.4 with certain unmet races turn times taking minutes while others a few secs. Didn't have an issue in 1.3.
I particularly like when there is a running racial theme to do with their lore throughout the commanders. e.g. All the Arceans get a culture point, the Iconians are defensive, Manti all survey (looking for their children). Xeloxi increase Crime. Some races are particularly bland and uninspired in comparison, just having disjointed bonuses e.g. No slaver abilities for Drengin or benevolence from the the Altarians.