Twilight: Outstanding issues

Long time customer, but I rarely post. I LOVE galciv, but.....

I noticed the following problems while playing through the latest update

1.  Terran AI built a ship with no weapons only 2 shields.  Is this a bug or does this make sense?

2.  When I have spies deployed in a civ and that civ dies my spies don't return to my pool and sometimes I will still get intel reports on the long dead race turns later.

3.  Ship designer - this is a long standing issue, dunno if anyone else has suggested it.  When I upgrade a ship all of my previous items on it are removed automatically.  Is there a way to upgrade a ship and not have the items removed so I can simply replace the warp engines IV with warp engines V without having to rebuild the ship?  Also, having to create a unique name for the same ship with the only difference being the warp engines is annoying.

4.  Military rating, the fact that I can build a bunch of freighters with only pulse lasers and have a good military rating seems wrong.  Can the military rating be modified to include hp, speed and range or is it already doing this?

5.  With the tech tree changes it's easier to get industrial complex than to research a decent weapon, I'm sure this was intentional but doubling the cost of all weapon researches seems excessive.

6.  Can we get an option to completely disable special tiles like +300% manufacturing?

6a.  Can we get an option to disable all anamolies?

6b.  Can we get an option to disable all uninhabitable planets?

7.  After fresh install I have to search the internet to find which config file I have to change to manually change the resolution to 1400x900 in order for the game to actually launch.  Long standing bug here...

 

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Reply #1 Top

3. Ship designer - this is a long standing issue, dunno if anyone else has suggested it. When I upgrade a ship all of my previous items on it are removed automatically. Is there a way to upgrade a ship and not have the items removed so I can simply replace the warp engines IV with warp engines V without having to rebuild the ship? Also, having to create a unique
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There is a option tick button to turn this behavour off. 

Reply #2 Top

4.  Military rating, the fact that I can build a bunch of freighters with only pulse lasers and have a good military rating seems wrong.  Can the military rating be modified to include hp, speed and range or is it already doing this?

6.  Can we get an option to completely disable special tiles like +300% manufacturing?
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4. Military rating, as far as I remember is the sum of (attack + defense + hitpoints/10), ignoring all ships that don't have any attack. So hitpoints are being taken into account, though they don't count that much

6. Why, would this be to level the playing field for all players / AI's? That would indeed be great sometimes, though on the other hand nothing sweeter than capturing a planet and get a +300% or +700% bonus tile in the process :)

Reply #3 Top

6a.  Can we get an option to disable all anamolies?

6b.  Can we get an option to disable all uninhabitable planets?

in TA, atleast when generating the map, you can set the anomaly frequency, and the habitability frequency.

Just max out the planet habitability, and drop the anomalies as low as they go

Reply #4 Top

Having abundant habitable planets and rare anomalies is kind of "non-sensical" though, isn't it?

Reply #5 Top

To expand on your #5., I wouldnt say myself the problem is the weapons are "too expensive", but that at the lower and even middle end, there all pretty much useless except as stepping stones to the ones that actually matter..ie the end weapon techs. The dont scale well at all. The way the game is structured now, you can completely bypass easily over......90% of the offered weapon techs and it hardly affects gameplay at all. Even on suicidal setting I rarely, if ever build ships with the low or middle end weapons. And why would anyone? They are weak, yet costly to buy and huge wastes of space, thus so weak as be virtually in-effective until you hit the high end techs at the end of the tech trees. After all, what is the point of a more advanced laser or w/e that goes from 22 spaces to 20, yet still only does 1 damage.

Reply #6 Top

The weapons branches need to be long and expensive.  Otherwise there wouldn't be much point in building labs and upgrading research mining resources.  The game designers decided to make a lot of small steps.  I suppose, there could have been fewer more expensive steps.  Or, the difference between one weapon and the next could have been greater.  In any case, the objective wouldn't change and you would probably still skip using a number of weapons inbetween.  

I would tend to agree the steps are probably too small.  There really isn't much difference in a weapon just because it takes up less space.  There are a lot of areas like that in the game.  The changes from one level to the next don't always seem logical or ideal.  Population growth is one that comes to mind right away.

Reply #7 Top

Long time customer, but I rarely post. I LOVE galciv, but.....

I noticed the following problems while playing through the latest update

1.  Terran AI built a ship with no weapons only 2 shields.  Is this a bug or does this make sense?

2.  When I have spies deployed in a civ and that civ dies my spies don't return to my pool and sometimes I will still get intel reports on the long dead race turns later.

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regarding 1. Don´t think so. I´ve sen multiple times the AI built "Fighter" class ships with no weapons/defense at all. Well, in my games this was due to the fact that Í declared war very early on (during the colonial rush) and they didn´t have any Military Techs yet researched. But seems like the AI still "aims" to defend his planets somehow with these ships....

regarding 2.  Your spies become "archeologists". Happens to all of us....