Imperious-Leader-1

Imperious-Leader-1

Joined Member # 6902230
2 Posts 1 Replies 9,800 Reputation

Good suggestions. Torpedoes could be shorter range than missiles, and similar to energy weapons. Effected by ecm and shields could treat them like energy weapons. Whereas missiles have guidance systems, that can be disrupted by ecm. With point defense and shields (to a lesser effect), that would give 3 defenses against missiles.

48 Replies 211,784 Views

Nice post. I agree with everything you wrote. I've always hated the Rock- Paper- Scissors system of GC. That was always the true weakness of the game to me, not lack of tactical combat. GC4 has so far went even more basic than GC3. This is not a good thing. Having the Battle Viewer back is step in the right direction. I understand this is an empire building game first and foremost. And that combat is secondary, but it doesn't have to be a bad system. It's not MoO2, ISG, nor DW. I woul

14 Replies 49,793 Views

[quote who="Frogboy" reply="7" id="3840860"] Quoting Basilisk83, reply 6 ^ nice, i thought missiles were too op. the main thing i would recommend for tactical combat is a button that says "retreat." push it and your remaining forces try to leave the battle. this would be perfect for both when you realize the bat

48 Replies 211,784 Views

[quote who="No h8 plz8799" reply="60" id="3840394"] Will the ship designer GUI be fixed this update? [e digicons]:)[/e] [/quote] Speaking of which, can someone please tell me how to rotate the ship, in the designer? I've seen it done in Let's Play videos, think I was able to do it in GC2, but haven't been able to do it for this game nor GC3.

68 Replies 139,321 Views

[quote quoting="post"] *** UNRELEASED *** Mining Starbase added (specializes on mining) Mining Drones module added, requires Mining Starbase [/quote] Does that mean that other starbases no long collect any mining resources? I thought the new ... now old system was an improvement over GalCiv 3. [quote quoting="post"] Culture starbases more effective. [/quote] Thank you! Colonizing in an establi

68 Replies 139,321 Views

[quote who="trancejeremy1" reply="4" id="3837818"] It's a nice idea, but in practice it's not that big a deal because there aren't that many and only the survey ones ever get better. 3 of them aren't very good to begin with, so they become obsolete very quickly. [/quote] I agree completely. I wish we could assign Commanders to a ship we design. Honestly I like my designs better than the games's. To limit abuse, they could make it so you could only assign them to medium or la

7 Replies 96,839 Views

[quote who="Bamdorf" reply="1" id="3839337"] I think almost everybody will agree with this. The pattern is that these "exclusivity" agreements last one year, and then things are wide open. As far as Stardock is concerned, they are a small developer, and making their stuff available in the least expensive way possible probably explains the use of EPIC to start out. Oh well. The best thing that could happen is that the game is wildly popular (my choice)

7 Replies 8,999 Views

[quote who="AdamMG" reply="2" id="3838770"] the 0.8 update list shows this as fixed (not yet released). The update logs are your friends. [/quote] Good to know thanks. Where do I find the update logs on unreleased patches?

6 Replies 21,449 Views

I finally get a new culture point, only my fourth, and I spent it on Focus on Education under Innovation. It's supposed to give 3 free scientist citizens. I can't find them on any of my core planets. My homeworld had 7/15 population before I chose where to spend the point, still 7/15, no scientist citizens. My research levels didn't change either. I even advanced turns, to see if it was delayed.

6 Replies 21,449 Views

That worked thank you! Only problem is that my 183 turn v0.77b saved game doesn't have them in the tech tree. Shows up with a new start though. I would continue, but there are 8 Class 19+ Oceanic worlds in my sector, a few near my home system. Oh and a Precursor World that's useless. Frustration, a week down the drain, but that's Alpha and Beta testing.

9 Replies 11,921 Views

[quote who="Basilisk83" reply="1" id="3838122"] oceanic worlds are unlocked through the following path... Space elevators -> Planetology -> Extreme colonization -> Oceanic Worlds [/quote] Nope. Thank you for your reply, but nope. I checked all 4 tech trees and all of their branches several times for Oceanic Worlds and Precursor Studies, before opening a topic here. Just checked again, nope. I'm playing v 0.77b with the Terran Resistance. Here is the tree branches I

9 Replies 11,921 Views

[quote quoting="post"] Can we please turn the grid back on at ALL zoom levels? Without having to go in and manually tinker with files. Pretend I'm computer dumb (because I am) and don't like doing that. Why do you guys hate letting the players see the map clearly and adjust it to their preferences? Happy Wednesday. [/quote] Ditto, it's very annoying having to zoom out to the right spot to see the grid. And even wi

10 Replies 25,652 Views

In my current playthrough I have a lot of oceanic worlds, and one precursor world. I can't colonize them without the proper techs (ie Oceanic Worlds and Precursor Worlds). But I can't seem to find these techs on the tech tree? Do they have to be unlocked? And how? Does anybody know? At 18 turns, and can't figure it out.

9 Replies 11,921 Views

Wow this new game has my full attention at the moment. I was watching GalCiv4 playthroughs from Explominate on YouTube, when I found a playthrough for this game in his library. Don't get me wrong I still love the GalCiv series. I will go back to playing GC4's Alpha, because it has a lot of potential. But ISG is a true successor to MoO2. It is very much like it, but way more advanced. The game also takes some inspiration from the GC series. It's what MoO3 should of been.

2 Replies 46,521 Views