How To Handle Space Bugs
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0.91 Changelog
did anyone know about that 50% thing? i didnt, it wasnt in any update logs, i recently asked about people using defenses and no one mentioned anything about it. it didnt show up clearly in the battle log. no one knew it was there i think. i honestly would have played around with it to check it out if i had known it existed. 10% is something, but still pretty low i think. maybe up it to 20 or 25% at least and see what people think. but plz, let us know when you do stuff like that. combat has 0 accurate descriptions as it is. it's very hard for testers to test when they have no idea about the big changes like that, esp on top of having no accurate info in game.
also still no info on roles... or exactly how defenses work...
i do like the weapon changes that were made in this patch now that i can see what they are btw. every weapon has a specific benefit to it now, so that works out nicely. hull changes are very nice too btw, much more useful to go for big hull research now, ty. still think the 1 ship per turn per shipyard should be reconsidered though
When to pull back and try to broker peace. We when bribe an ally to come in on your side.
Has anyone successfully brokered peace yet? Generally when you declare war, your diplomacy goes so far negative that you will be locked into war until they are destroyed or the game ends.
I haven't much luck bribing an ally to come to my side either. Well, I haven't had much luck creating an ally at all (+9 diplomacy?) but declared friends haven't proven to be much help either.
I knew defenses had a spillover effect - I saw it in the battle logs. It was still a mystery mechanic. Defenses seem very underpowered, regardless of whether they are the right type or not. The cost-benefit of offense seems much higher and you need major offense to do something meaningful like take out a nest or shipyard. Defenses only seem to help if you are facing a race who focuses on one weapon type.
Let's face it, we're here because we're gluttons for punishment. I still haven't managed to concoct a "good" game yet. I either snowball because of a great starting position or give up because the only path to victory is through a militaristic slog and the combat mechanics are too opaque. I'd rather restart with a new Beta version and new race. Maybe one of these days I will have a good game and if I do, I will be sure to tell the forum about it.
The Yor shouldn't be subjected to bacterial infections, right?
ok, so word on the street it seems is that missiles are still the best due to the first strike ranged attack ability. kinetic being 1 stronger and beams being a little cheaper while having 1 less dmg are both still not worth that ranged attack ability. so here's a quick fix i recommend to switch things up a little more to help even it...
Missiles: have the best special ability, so they should have the weakest attack. base 2.
Kinetic: strongest attack, weakest or no special ability. base 4.
Beam: med attack, low cost. base 3.
derek suggested a repair debuff with kinetic weapons i like too. while minimal in impact, it would help give that weapon type a little more flavor, and help it be a better offensive weapon. if implemented, i think beams should also have the ability to target engines with their good accuracy, so that any remaining ships after a battle get a debuff to movement and maybe even give you sight of them while their engines are giving off smoke and making them very visible until the engines are repaired, making it a good defensive boost to offset the kinetic offensive boost. i think these changes would help make both weapon types more fun for people depending on their tactics like missiles has done with it's ranged ability.
I don't think the sliders for "minor races" and "hostiles" work properly in 0.91. In this game, I set minor races to "abundant" and "hostiles" to "rare" but I have already found two hostiles and no minor races. It is very early in the game and I don't even have my starting sector scouted but my 0.9 game was similar.
Oh shoot, I didn't think to grab the save file. I can post it later if you need it.
did anyone know about that 50% thing?
Not the exact number but I saw this effect with the introduction of the battle viewer / battle log.
Feedback:- Nebula Opacity slider: thanks - Nerf of Entertainment Districts. I have not tested this yet but it could be a push against Tourism/GDP/Trade in favour of Treasure Hunts/Anomalies. In 0.81 I used a lot of tools to increase approval but I still had to build 4-6 Entertainment Districts at my Core Worlds to run at max tax- 0.81: I achieved a Prestige Victory in turn 156 (almost all standard settings). I built all galactic achievement wonders and defeated the Dread Lords. I do not know if it were more fun but maybe you could disable the use of Supply Ships and rushing for galactic achievement wonders. If you do so I would recommend to write this in the description of each Galactic Achievement. Else it could be very frustratingRequests:- A drop down menu for ships (filter): Colony ships, Constructor, Exploration, Military, Transports- Automate -> Shipyards -> Sending Ships. Could you add a function to set the new destination for shipyards based on the ships in construction? For example you are building supply ships in three shipyards and military ships in your other shipyards. You could first clear all destinations. Then assign shipyards with supply ships to one specific destination. Last you assign "No Destination" shipyards to send the ships to your frontline- (rather a feedback): I had to play GC3 a lot until I finally found the automation screen. It was very useful though (upgrade of ships). I would not hide this but give it some love and put it to the frontQuestion:- What about Diplomatic Capital? You can trade it but it has no other use. Why would anybody buy something that has no use?Ideas:- Peaceful buff 1. Holodeck module for military star bases to gain some xp points per turn. You should not gain as much xp as you gain warmongering but it could close the gap a little bit- Peaceful buff 2. Some control for non-aggression and alliance treaties (maybe 0.5/1.0). You do not conquer other homeworlds which give 2 control per turn
Yeah, I think this is fair. I'm going to adjust the following:
Beam: Phased Cannon 8->9
Missile: Phoenix 5->4
Missile: Photonic Warhead 7->6
Missile: PhoenixX 6->5
Missile: PhotionicWarheadX 8->7
Missile: Nightmare Torpedoes 12->11
Playing Custom Civ in .91. No "Commander" ships showing up. They were there in .90 using same custom civ.
Never mind. I just went into Custom Civ edit & saw that you have to pick your commander ships.
Why not just get rid of Diplomatic Capital and make Control a tradeable resource? If the minor civilizations can give you Control per turn, it makes logical sense that you should be able to buy and sell Control as a resource.
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I don't think the sliders for "minor races" and "hostiles" work properly in 0.91. In this game, I set minor races to "abundant" and "hostiles" to "rare" but I have already found two hostiles and no minor races. It is very early in the game and I don't even have my starting sector scouted but my 0.9 game was similar.Oh shoot, I didn't think to grab the save file. I can post it later if you need it.
Save file prefs.iniThis is not what I would consider "rare". I've found 3 hostiles and I don't think I have found any minor races.
While I'm here, I actually want even smaller sectors and/or non-elliptical ones. Anything to create some sense of terrain.
Why does every race start off with the Authority ideology by default? I was wondering why I always had ideological differences with every race I encountered...
Probe auto surved to the annomoly but could not survey it. One or the other please.
Also the original Discovery. There is a popup that says only survey ships... But they survey just fine and upgrade the ship fine.
Now I get the survey warning 3-5 times every turn start.
yeah i noticed that too. sounds like a bug.
ok, crazy idea to make beams and kinetic a little more fun and equal to missiles... add crit chance, and make beams have a higher chance of crit, but have kinetic deal more dmg when it crits. something like...
Beams: 25% chance to crit for 2x dmg.
Kinetic: 10% chance to crit for 3x dmg.
once again this would work well with the rng thing, and having no 2 battles be the same. could add ship improvement items to increase crit chance or crit dmg multiplier for diff types. could have support ship items that increase the %chance the diff weapons types crit and increase how much dmg they do when they crit. crit numbers could be used to help balance accuracy and range being added back into the weapon types.
crit is already used in a lot of games so it's an easy concept for people to understand and know what it does, and other games have already shown that many people really like the way crits work in combat and love seeing either bigger numbers kinda often, or really big numbers that are a little more rare. win/win.
I'm not sure if it's just this game or not, but clicking on planets/shipyards is very irritating. The planet decals overlay everything, and it's hard to see underneath. Here is a screenshot to show
Notice how the hover-over popup is correct, but when I click, the bottom left shows Segin IV. I have to zoom in enough so that my mouse actually clicks on the planet (the overlay for Segin IV no longer covers the planet). It's also very annoying with the shipyard for that star system. I always have to zoom way in to click on what I want.
Here's the save, in case it helps (I'm playing at 2K resolution, with medium UI size).
https://drive.google.com/file/d/1G2a5Epi70MxF9gga1zgnQwh_POB6Vbnc/view?usp=sharing
Also, this monstrosity
Notice how the hover-over popup is correct, but when I click, the bottom left shows Segin IV. I have to zoom in enough so that my mouse actually clicks on the planet (the overlay for Segin IV no longer covers the planet). It's also very annoying with the shipyard for that star system. I always have to zoom way in to click on what I want. Here's the save, in case it helps (I'm playing at 2K resolution, with medium UI size).https://drive.google.com/file/d/1G2a5Epi70MxF9gga1zgnQwh_POB6Vbnc/view?usp=sharing
Been like this since it went open beta and complained about on minute 1.
Minimum resolution is 1920x1080. Unless changed since this post.
https://forums.galciv4.com/509517
If 1920x1080 is min resolution, then 2K should be fine, as it's larger.
Your picture says it is 1793x1080 I believe that is less than 1920x1080 so your graphics problem could well be because of the setting, others have had this problem with settings less than 1920x1080 as the post I linked will tell you. Also while 2K may well work there is no setting for it in the graphic option there is "4K high", "medium", and "low" and the lowest setting is 1980x1020.
For the banners blocking shipyards etc. that is a known problem and has yet to be addressed by the Staff, hopefully the will soon.
The comma should be deleted.
The "a" should be deleted.
The first sentence should mention what it calls
This screenshot shows a diplomat listed for the Iconians. I don't have a diplomat assigned to them, so I'm guessing that means they have a diplomat assigned to me. Is that true?
If it is true, then all the other races I've met also have a diplomat assigned to me. That seems strange. I've never seen that before.
Also, after I met several new races in one turn due to an exploration treaty, the next turn all the races I just met had a diplomat assigned to me. That seems even stranger.
Is there any way to tell if this is working correctly?
I don't have a save for this. I didn't think about it in time.
There is a famine event that involves food. The Onyx Hive don't need food, but they get the famine event.
There is a preclusion for synthetic races. There needs to be one for Silicon races.
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