I'd say by midgame your core worlds should be humming, what's the point of reaching a crescendo if the game ends right there? that'd be a weird strategy for creating "fun" :P
bradzoob
Are worlds using procedural input properly? they seem very random, not coerced like we normally do for terrain / ecosystem / biomass generation ? for a game that leans heavily on planetary hex building (much more heavily than it's predecessors now that ship mass building is gone) it would make sense to build out planets this way: Form a standard procedural generation for the planet abstract hex map using a few waves of noise to build a nice Fourier for height (fbm is qu
My experience so far was that getting ideology points was virtually impossible and could only get about 10 before they ran out forever. However as Altarian in 77b i can see everything is almost perfectly balanced (that's with my "double hull size/one-per-ship restriction removed" xml mod though, otherwise everything is just incredibly slow and my ADHD brain just switches off in the tedium). So either RNG is broken and i just lucked out this playthrough, and that's the standard exp
I want this so bad.
I've had multiple clusters generate with pretty bad setups, the most recent in 77b was that there was something like 4 Durantium, which pretty much wrecks any kind of civ building since everything is hinged on this one resource. Could there be a solution to hard locks like this, perhaps instead of specific resources what if you made an omni-gel type resource "Hard Materials" that other materials could be converted into, so at least you weren't completely locked. This goes back to the ga
Ah nevermind, just read another thread confirming wonders/culture points are bugged or not implemented and about a dozen points then heat death of fun. https://forums.galciv4.com/510147/page/1/#3837274
I get that they're big on throttling expansionism in this game, there are just cooler ways to do it than just nerfing moves or limiting actions. Just make actions COST in a non binary way, sort of like making it cost $5 for a bullet :P so those with the means can expend energy in various ways to achieve an outcome. Got an abundance of Thulium? use 1 thulium to take another action. etc. Locking it to binary gates brings the tedium.
Yeah sorry, to be clear i meant it as a physical reference to the number as i didn't pay attention to exactly how many points there are in a tree, i'd estimate you get about 10 points before you get no more. Do you notice you stop getting missions / points after a while? Like it seems as though you get a frequent drip of them and then they just sort of stop. Is there a quota ? a fixed limit ? it literally feels like it's broken at this point, like a glitch hits a
Just a thought, the Altarians look a bit washed out and dead like, but the cover pic of the nice Altarian lady is much brighter, like an ideation of an ascended god like civilization would never used bad words and are quite huggable. The profile pics in gc4 for Altarians, by contrast, i am afraid of, they're going to drain me of my blood when I take a nap, i just know it. Here's my concept of a more vibrant festive altarian, obviously this is just a terrible hack job without even
It's a bit tedious as it is, once you hit 200+ turns the game takes a while to process a turn and there's lots to do per turn, so cleaning up 50 odd enemies in a cluster is really tedious and basically revolves around having a tonne of ships in an area swarm the enemy, and even with modded mass / faster ships it's a chore because they can only do one kill per turn (2 if you include the missile). But it wouldn't be a chore if you gained XP properly, I'm constantly upgrading survey ships
Is that true? i've only ever noticed points from completing missions. I just tested now and is the Singularity Power Plant considered a "wonder"? do you mean Galactic Achievement? In any case this Singularity Power Plant did not grant me a point to put into the Ideology tree. Has anyone ever played 300+ rounds and managed to fill the trees with points? or even just one tree? Do missions just stop coming at some point for no reason you can discern? I don't know wh
In each of the playthroughs i've had I get a handful of missions and each mission i complete i get a point i can apply to my civ, but there only seems to be a handful of them, they're strongly based on RNG (like everything is in this game, which is pretty bad) then they no longer arrive. What's the criterion on their release? is there only meant to be a dozen of them? By about turn 250 each game (largest scale) is dead. Are you doing statistical tests to make sur
I can't get this game out of my mind despite growing frustrated at the bizarre arguments regarding nerf'd core features, the segmented clusters are a brilliant idea that took me by surprise and galciv3's lack of it really kicks - but it suddenly struck me, i don't have to cry about regressive changes, i can just mod this damned thing to make me happy, just like cp77 :) So i played around a bit and managed to get a mod working in about 15 minutes that doubled the hull sizes, though it
Is there any way to bake new xml settings into an existing game? it implies the values are compiled into the save game, is the save format available so we could compile our own tools for this?
well good luck guys, I hope you're right and majority of 4x players do want this and if not i hope you built the system to be flexible so you can undo it all :) :)
wee! came here looking for a reason to have another crack :) [e digicons]
Endless Space is pretty good for tactical design, choice of weapons or engines, long distance ship once free lanes are researched and you have a hero who can multiply them, but it's also a bit different, more prefab, scratching different itches to galciv, galciv was always a more open graph to fill with whatever joy you wanted, aesthetically ugly but also completely 100% freedom. If i were to simplify something in galciv, and i don't in general ever want this for any game be
"Sleep" would be an awesome button, i do get pretty irritated by constantly telling ships to wait 1 turn because they won't go sentry with a ship within visible range even though you're waiting for 60 other ships to arrive... I do think somebody over there could benefit from playing a full game in earnest to get an idea of the obvious issues, no offence if you already have but it does seem these things should be obvious.
Separating the ship designer from the ship builder might be pertinent at this point, the ship designer to me covers the aesthetic builds, i never used that because it's just meaningless aesthetic, but the actual guns/engines/shields etc were the builder components that do have a huge impact on the game. Those are the bits that no longer work because the granularity is 1-8 slots where as before it was +500, so you could tessellate an extremely deliberate build for a very specific strategy.
It seems they want to simplify it to address some concern over time expense but the obvious way to resolve that is to build a working upgrade/auto builder, the one in gc3 wasn't bad but it did leave room for improvement. That way those that don't like to fiddle around with ship configurations don't have to, and those that live for it can.
The problems with growing "out" (more ships, zerg swarms) rather than growing "in" (granular unit builder allowing you to fit near infinite combinations by weight) is a known quantity, and was maxed out 15 years ago by SC, it offers LESS personality because you have a million ships so you have 1/millionth interest in each. I mean this is a lesson Blizzard taught everyone 25 years ago, it's not new info, they saw the reaches of the genre and they bailed entirely, avoiding the supreme com
i don't think I've ever seen anyone happy with the way developers implement randomization systems in games, possibly because they don't use weighted distributions or any sort of moderately complex selectors or something, they just use whatever mathematically ineffective, untrained unRandom (random isn't random) lib they come across? "rogue-like", the champion of "random", is almost the diametric opposite of 4x, one is about letting a game happen to you and you surviving as long as you c
oh yeah i don't mind the aesthetics, i play on 4k at a huge altitude so everything is icons, there's no need for aesthetics. It's the mechanics of the game and the solution you're "role playing", with the current Ship Builder you have no personality / agency in the game, all ships will resolve to the exact same config and therefore you may as well just remove the builder or in my case i may as well just not play the game.
I'm playing the latest now and looks like I must be out of sync with the way 4x is going, I'd have thought we'd be innovating the maps further, custom zones, combat adjacency bonuses, flesh out heroes further so they have more feeling, not casualizing the mechanics. I love the new videos, they're incredibly well rendered, that's definitely StarDock punching above their weight, also i was drooling at the new civ list, absolutely gorgeous use of colors and animation, i didn't know who to choose
Thanks, but this isn't a usable ship builder, you can't create a custom ship with a granularity of 1/2 units. In galciv3 we had an actual usable builder offering a granularity of up to about 500 units so a very custom build could be arranged, this was a major part of galciv3 and i'm stunned that it's been nerfed like this.