[quote who="Rhonin_the_wizard" reply="1" id="3849757"] Having different numbers displayed can be confusing. I'll bring this up to the developers. [/quote] I agree.
Frogboy
Here is a link to the walkthrough I wrote: https://forums.galciv4.com/511275/ I wish I knew more on the Wiki stuff. I'm asking now.
[quote who="gypsy2299" reply="13" id="3849715"] Quoting Frogboy, reply 12 Quoting gypsy2299, reply 11
Yea I think the idea here is that if you hit the end turn button, that is the end of the turn. It's not doing that automatically, the player is pressing the turn button.
[quote who="Prozektor7099" reply="4" id="3849646"] Quoting SchismNavigator, reply 1 We do have plans for a russian translation but it will come out later with the other translations. <span style="font-family: Arial, Helvetica, sans-serif; font-size: 13px; white-space: pre-wrap; background-colo
From what I have seen, in saved games, is that it's not stuck but rather slow (which is just as bad). We are looking at putting a cut of switch on how long a given battle can take.
Thanks for your kind words. I wish I could take credit for GalCiv IV but I only acted as a consultant this time. Derek (Kael of Fall from Heaven fame) is the lead this time. [quote]Invasions - there seems no way to "repell" an invasion - even if you build defenses (so whats the point?). its just a matter of time. 1. maybe if you introduced a mechanic - something simple like - each defense builds your defense rating and to invade it you must have ship str
[quote who="gypsy2299" reply="3" id="3849707"] Quoting Frogboy, reply 2 Regular AI ships can't do this. But there is reportedly a bug where certain anomalies that have defenders can be attacked and taken. I thought this had already been addressed in 1.0 but it may have been pushed to 1.02.
This is actually worthy of discussion because there's 25% points and 25%. In this case, 25% means that approval will go up 25% (not 25% points). So if you're approval is say 50%, then 25% would bring it to around 62%.
[quote who="gypsy2299" reply="11" id="3849548"] Quoting Frogboy, reply 9 There really should be more call out for all the modding stuff in here. Now that we handle both the back end and the front end, we can do a lot more types of modding than in our previous games. Despite what the few
The elements of what would have been a campaign got distributed into in-sandbox events and galactic challenges.
Regular AI ships can't do this. But there is reportedly a bug where certain anomalies that have defenders can be attacked and taken. I thought this had already been addressed in 1.0 but it may have been pushed to 1.02.
Quick way: http://wiki.galciv.com We'd absolutely love to have some volunteers to help on the wiki.
I brought up Whack a Mole awhile ago: https://www.galciv4.com/article/511557/galciv-iv-dev-journal-17---screenshot-time
Awesome. Yea, there is a lot more music here.
I think more work can be done here. There is a walkthrough here. I agree the Wiki could/should be a lot better. It will get better.
There really should be more call out for all the modding stuff in here. Now that we handle both the back end and the front end, we can do a lot more types of modding than in our previous games.
[quote who="tid242" reply="6" id="3849412"] This has been requested on multiple occasions during the beta.. [/quote] I have added it to the roadmap.
I have been enjoying the Let's Plays.
[quote who="DivineWrath" reply="11" id="3849347"] Quoting Frogboy, reply 7 BTW, if I had my way there'd be no explaination on this at all. You'd analyse three battle results and try to figure out strategies from trial and error. I don't even like showing the tech tree or saying what techs lead to.
I personally would like to see this in. I'll put in a request.
BTW, if I had my way there'd be no explaination on this at all. You'd analyse three battle results and try to figure out strategies from trial and error. I don't even like showing the tech tree or saying what techs lead to.
I coded the mechanics in gc4 myselfto ensure they work as design. They work the same as gc2, and this post card looks accurate too me.
Latest review is from COGconnected https://cogconnected.com/review/galactic-civilizations-iv-review/ 88/100 Don't have the links for PC GamesN handy 80 or WCF tech (also 80).
[quote who="mitrida" reply="2" id="3849214"] starbases have a different offensive module, one for mining and for example one for military? "starbase defense system" can be only installed on mining starbase? [/quote] I’m not sure. I’d have to ask. My understanding is that each type has its own set. By default, military buffs all nearby friendly ships for instance.