- Combat Rating needs to go the way of the dodo and return to displaying weapon and defense icons. At the very least this needs to be dps stat. I don't want to shift click tooltips on every single fleet especially since this value is meaningless to combat strength. This is also a major complaint from many players because it causes confusion when you have say 14 combat rating and 400 hitpoints and you get wiped out by a fleet with 12 combat rating and 9 hitpoints. I know the argument is
Illauna
1) You can do this on the automate screen provided they aren't in fleets. Fleets have to be redirected separately. Automate is on the Policy screen and the bottom left. 2) Technically you can do this right now but they are going to take it away. If a single ship is on a rally point you can upgrade it. In GC3 it was needed because you had the whole rock paper scissors game. Now your old ship still get minor upgrades from techs but you need to build a new ship to change the module
Regarding MP I believe you'll be able to do custom civs but we'll have to wait and see until they release MP.
GalCIv 4 has been in early access and they have had many design iterations on Survey ships. Early on you could build them, then they limited it to one + commander ships, now you can also add more using an artifact and even more commander ships are now survey ships, and in the future build in the Dev Journal you will have a late game tech to build more. Combat Rating is a bit bugged you can hold shift and then hover over the combat rating to get a breakdown. It's well known issue
Oh haha the headers contain the save file.
Good stuff.
Here are my save links and related Youtube videos if you want to see the actual decision making. Save: Drath Series Build: 1.6 Insiders build Victory Condition: Prestige Youtube Playlist: https://www.youtube.com/playlist?list=PLQ6cMI_FhPVWWWksEJ1LbMDe9tFg3Hugw I started a war with the Onyx because my starting sector was severly l
Generally most patches you can finish your games started prior to the . They will make a big deal if your save will break. However, at the beginning of your game the XMLs in the Data folder are converted to binaries and part of the save file. This means to see all of the changes you will need to start a new game save to see all the changes. Most of the updates in this change log will not be available until you start a new game.
The battle prediction sometimes takes a bit to calculate so if you wait a moment it will usually appear. Regarding the combat rating it really doesn't tell you much. I have gone into great detail on the discord how it's over simplification is problematic. Most peoples first experience with it is the one you outlined. Usually involving the survey ship. Probably one of the biggest factors in this example is AI has 10 armor which will allow them to get into kinetic range because it
To avoid the crash you have to hit done as quickly as possible. This is the only ingame crash that I've run across in the last 3 playthroughs. It creates a pretty awkward stream. The crash is usually 3-4 seconds after that screen appears.
Yeah I 100% agree with this. Now I don't ever see the need of putting my own shipyards on projects. I just put them on ship building orders on repeat so I stop getting popups, but I do think it should be an option. The research one imho is the only one worth doing ... if you can pay the promethion cost. For context though I usually have no more than a dozen shipyards and play with Large, Many sectors. Most game end around turn 150 but i did push through a conquest victory to 250's
Yeah I 100% agree with this. Now I don't ever see the need of putting my own shipyards on repeat so I stop getting popups, but I do think it should be an option. The research one imho is the only one worth doing ... if you can pay the promethion cost. For context though I usually have no more than a dozen shipyards and play with Large, Many sectors. Most game end around turn 150 but i did push through a conquest victory to 250's recently. I personally just
Hey it's ok. If you have any questions I can gladly explain more in depth in another thread. There is a lot of unique mechanics in this game even compared to GalCiv games. I also have some videos I've done online...but, I'm not the most exciting person to listen to. Once I get to late game I'm pretty sure I'm mumbling to myself and I take no time to go back and edit my videos. So if a cat attacks me or if I burp on stream...its in the video.
Also, I was pointing out that the AI has personalities. Not all of them are playing to conquer the Galaxy. They have their own flavors. Terrans tend to hyper expand, Mimot are militaristic and build a ton of military ships, etc...
Hello Colonel, Thanks for your reply. However, you are thinking of Class 1s in the terms of earlier GalCiv games. In GalCiv 4 the Class 1s feed into the core worlds. They can easily outweigh another Core World depending on where they are located. In GalCiv 3 you may have not colonized Mars. In GalCiv 4 you'll generally colonize it and Artemis within the first 2 turns. By the end of the game you'll likely only have a dozen core worlds depending on map size.
I know with the cheat console you can click on the tile cancel out of battle viewer and type destroy to eliminate the icon. So yes it when it's the top most icon.
Yeah this has been going on for a while. What is worse is that icon sticks around for a few turns. This icon should disappear after you right click the event in the notifications area or after the turn.
Yeah I've run into this too. Right now when you hit the end turn button then moves all the ships that having pending move orders. You then have an opportunity to move ships that have remaining movement and once you complete all the orders the turn will change without any further action. This has caught me off guard a few times. Instead of the current behavior there should be a continue pending movement event prior to being able to hit end turn. Only after there is no actions t
I run this when I'm doing some testing. You can move them off the tile usually but I agree it's a little odd.
I really haven't run into these problems. Enabling Fast Move is the only thing I might do later in the game. Your system is about twice as good as mine and my laptop handles the game quite well. It really doesn't have anything to do with the graphics. Some tips. - since your running 4k you don't need anti-aliasing (AA) - disable VSync - if your playing the largest map size with only 6 civs and getting to turn 1000 your really asking for it
I agree. First are you playing Supernova and patched to 1.6? You may want to turn on Fast Move late game. This should resolve the issue. The problem is the game animating all of the moving units. With fast move this becomes pretty zippy. Regarding the End Turn issue I'd like to see this changed as well. On a turn if you press end turn, the yellow triangle. It will resolve all queued movement. If any units have move points remaining after this it will allow you to s
Here is the Arcean AI weight vs Terran. This is found in FactionDefs.xml 24 16 18 10 20 14 8 22
This also comes down to personalities. For instance using soak 200, the tool devs use to test the AI. Around turn 90 Terrans had forward settled on the Arceans.
Try doing the same test but you have to claim every colony and every resource. You'll find the AI will break out of the sector.