I'd like an option in the Planetary Governor screen to set the rally point for all colonies building a particular kind of ship. I would also like the ability to change a planet's rallypoint on the Colonies screen. I often keep my types of ships going to seperate, nearby rallypoints to allow me to sort them into fleets the way I want, and the only way to do that is by hand on each planet that's producing ships. Being able to say, "every planet building a constructor, go to this
Foslex
Please keep this feature. It is far and away the one I am most excited about. For me it means the difference between immediate purchase and waiting until the price comes down, but that's not nearly the issue for me. I want more heart and soul in my games, and the Epic Generator is just that. Make it, and make take all the time in the world to force it to be a genre standard.
Thank you, kind and thinkin folks, for the words of defense and for pointing out that I was clearly using what I saw as a flaw in one game as a way of complimenting Stardock and GalCiv II. I am happy the point was not lost on everyone. There are lots of things that Stardock seems to be taking as dogma that other companies should really consider, and I think this new Civ IV expansion provides a great example of one of them: That the Player and AI should be playing the same game. In Ga
Over in Apolyton and CivFanatics people are talking about the recently divulged fact that human players cannot become Vassals to AI players. For those not up to date on their Civ, Vassalage is a new concept introduced in the freshly released expansion pack, Warlords. Much like GalCiv's surrender options, one civ can Capitulate to another when losing in a war, or choose to swear fealty when at peace if its relations are good and the potential master is very powerful. I was stunned to l
Each planet has a little Rally Point button. Click on the planet from the main map, and you'll see a little blue symbol with an arrow. Click on that and select the rally point you want. Every ship built at that colony will go to that rally point until you change it.
For forums, I'd love to see the subcategories displayed in seperate folders or subforums. No more of this having IDEAS and BUGS and GAME all in one giant pile as the default view. Something that works like Apolyton (which works like 90% of the forums I've ever liked) would make this user happy. I would not pay $9 for a purely cosmetic add-on. Especially given the fact that users can create ship pieces to release as mods, that Stardock rel
Countdown to the "list" begins....
Foslex, we haven't released the new build yet. Uh...., Yes, I see. Well, before I wasn't allowed to download 1.3 from SDC. When I saw the changelog for 1.3A I opened SDC and it let me download.
Okay, two things pop out at me. First, when I upgrade Core ships I can't remove anything from them, and none of the componants are listed that the top of my screen. I would like to be able to remove things from these ships so I can do things like upgrade engines of the basic colonizers. Secondly, now when I hit Ctrl-N the game returns to the Main Menu with the Metaverse login, and I have to click NEXT through all of the screens t
"+ AI wont' "help" you by giving you starbases to fight wars." Thank you. The new changes look nice overall. I'm surprised at the tech cost one, but since I've never played outside of normal tech rates I can make it slower if I don't like that. I am very excited that the AI won't give me starbases anymore. And I can d
Unless you are me. In which case Stardock Central cannot find Beta 3.
MegaVotl, right now both options wake your ship when an enemy ship -- even a mini-freighter -- comes into its radar range. Also I believe that one of them (or both) will also wake up the ship when any ship at all comes into range. At least I know that I've often not been able to find an enemy ship that has awakened mine for the nth time. I find that this problem gets worse for me when I build the Eyes. I play larger maps so I still need s
Bump so it's visible on the forums....
This has been brought up before, but I've not seen it addressed by the developers on forums or in a change log. Well, no matter how many times it has been discussed, and no matter how many people explain what the intended difference is, and over the course of regular play since the hour the game was released...... I still can't get Sentry and Guard to work differently than one another. Worse, neither works the way I want. <br
No matter how many times it has been discussed, I still can't get Sentry/Guard to work differently than one another. They both wake up the ship as soon as an enemy ship is in their line of site. I desperatly want a way to tell a ship to sit there forever unless I click on it no matter what happens ever for the rest of time. I am sick of putting my sensor arrays back to sleep every single turn.
The changes continue to look great. I do not have the option to download 1.3beta from Stardock Central. I tried this afternoon (after reports on this forum of others being able to download it), and I am trying now at 11:20 my time. So with a half dozen checks (and clicking on Search for Updates) over as many hours.... nothing.
I would also like to see a much more involved UP, but my biggest complaint about it is probably easier to fix than expanding the model... I hate that a complete ignorance of how or why the AIs will vote on particular resolutions can ruin a voting session. I would like some ability to coordinate votes with allies. It's extremely annoying when a majority of votes are in favor of doing something to different degrees, but because th
And Wardell. Frogboy is represented in at least two solar systems.
This is all from before the Beta patch, so I don't know if it has changed... but... If you upgrade a ship, and the first thing you do is click on a componant in the scroll bar and remove it, then click on the hull in the scroll bar, then all of the pieces of the ship will reappear (including the one you removed). Zippy, it could turn out that if you did this with your colony ship, then deleted those impulse engines and THEN saved
You can see the AI alliance levels on one of the diplomacy tabs. They do indeed soemtimes have Close relationships, but I have also seen few AI alliances. I have also never been proposed an Alliance so I imagine that the conditions for willingness to accept one is much less difficult to reach than the willingness to propose one. Also, about the first post. Check to see if you have any new Starbases. The "fienst starships" is not flavor
Because of the cost of multiple starbases, in both up front bc fees and production spent. A route that's only 10-20 parsecs long can easily have four or five starbases acting on the freighter every single turn. You can overlap a longer route, but if it's several sectors long the cost to build the dozens of needed starbases will outweigh the long term benefit. I buld trade starbases in areas where there is heavy freighter traffic (at
A few low quality planets near enough to each other can, with starports and factories, crank out enough constructors to build maxed out production enhancing starbases around themselves. Then they can take care of a signifigant chunk of your military all by themselves. I've never seen a planet with less than PQ 4, and even a PQ 4s can churn out ships with two factories, a starport, and some starbase prodution boosters.
I hate the idea of the AI changing gears to prevent you from winning. Sure, the AI should pursue victory, but not at the cost of immersion. The first goal of the AI should be to run teh empire they are in charge of as best they can, in a way that challenges the human player's goal to win and immerses them in the fun of the game world. If the AI players in a game all went to war with me the turn the countdown to the Influence Victory starte
" 3. Also, not sure if this made it in 1.1 or not, but the AI should definitely stop giving starbases away for support of war (because starbases are usually their strongest unit/ship), I've had games where the AI would give me 2-3 economic starbases around their homeworld to support a war, not only does this make it prime for me to culturally subvert them later, but it SEVERELY weakens them because they have suddenly lost all those production bon
The first thing I thought when I saw the final screenshot with the humans' ship kill rations was, "that looks like a human player's stats." This looks exciting. I've only thought about it for a few minutes, but I'm in favor of your proposed Logistics change. What I've found is that I can rarely pit smaller ships against the enemy's larger ones if we are at the same tech and logistics levels. That makes the choice of going for man