What are you saying regarding firewall issues?
Misaniovent
[quote who="GoaFan77" reply="1" id="3687398"] With outlaw sectors on the pirates can attack multiple players at once. If more raids spawned that players with bounty, that can happen. [/quote] Thanks.
I haven't played regularly in a few years, so maybe this is the result of a change I'm not aware of or don't understand. I tried a multiplayer game with a buddy and we turned on outlaw sectors and pirates. I was attacked four cycles in a row by huge pirate fleets, even though each time there was no bounty on me and 20k credit bounties on our enemies, who were also attacked. What am I missing here? Why am I being targeted without having a bounty?
Is it currently possible to remove units from armies without remaking the entire army? It'd be great if we could drop a unit of a given type and redirect it to a different army.
Why did you choose to write this post in Comic Sans?
UI fixes are nice but the game still needs some major improvements in that regard. No fixes for any of the problems I've been encountering, either. :(
[quote who="pshaw" reply="1" id="3603765"] That's something we'd like to fix -- Can you submit a ticket (https://esupport.stardock.com/index.php?/Tickets/Submit) with the save game (or an autosave) attached so we can take a look? Thank you. [/quote] Yes, will do when I get home.
I just spent about five minutes trying to eject a ship from a fleet. Pressing the button (repeatedly) does nothing. However, I noticed that I had an idle ship elsewhere. I gave it an order and my problem ship was immediately ejected. This seems unintended. Also unintended, I imagine, is that the ejected ship (and another after) became invisible:
[quote who="Skukkuk" reply="3" id="3603660"] If you add a ship to a named fleet....check the named one first and then on second task the single ship's one. Then hit join... [e digicons]B)[/e] [/quote] Ships auto-join fleets they land on. I don't see a setting to change this.
[quote who="Rhonin_the_wizard" reply="5" id="3603603"] It is not up to them. Learn what servers are. [/quote] I can purchase games from third parties that include a steam key or are able to communicate with one another. I can play my version of Sins of a Solar Empire, which I used to be able to access only through Impulse, with friends who purchased the steam version -- and this was always the case. Lots of multiplayer games available from multiple sellers that require diffe
[quote who="pshaw" reply="3" id="3603551"] Quoting , quoting post hello, i had purchased the GOG version of the game, but when i go into the multiplyaer section basicaly the lobby is totaly empty. no game is shown . how i can fix it ? <b
I'd like to add that it would be great if we could choose which shipyard the constructor is requested from -- and if we could cancel a request.
Exactly what it says in the title. A bit annoying.
As the title says. When shipyards are done with their queue, I am alerted to an "idle shipyard," as expected. When I enter the shipyard and attempt to queue the ships, the queue is invisible -- i.e., if I add several ships to it, they are not listed as in line to be built. If I back out of the shipyard and go back in, they appear. If a ship is currently idle on the shipyard but not part of its defending fleet, then entering the shipyard will not make the queue visible. I can continue queuing
[quote who="Nilfiry" reply="8" id="3602483"] This is why I never bother to look at the notifications. Perfectly playable without seeing them. [/quote] This doesn't excuse the bad interface. What's the point of a galactic event that impacts one colony when I can't see what the colony is?
[quote who="Empress_Fujiko" reply="5" id="3602095"] Yes, and the sad thing is that most of the usability problems have relativ easy fixes - but it just seems that they don't pay attention to that. I remember one dev stream where Paul told the story of him discussing the "repeat building" feature in the shipyard building queue with the programmer. He had to convince the programmer that such a thing would be useful and the programmer seriously argued that it is not needed because you c
[quote who="Empress_Fujiko" reply="2" id="3602073"] Quoting Misaniovent, reply 1 Why do I have to do it one by one? It's because apparently ergonomics is the one point that is never considered in the design or the development of the game but only if people massively complain. I really
Also: why can't I clear all notifications? Why do I have to do it one by one? Why is it that when I am trying to clear them one by one the side menu goes blank and I have to click on it again to restore functionality? Why is it that when I have a ship set to rally at a shipyard, it still lists itself as idle and has to be manually clicked to enter the shipyard? I have to move the ship to another tile and then back. Sorry for the salt, but why is the UI for this game so miserable?
I still feel that this game's UI obfuscates important information and, in some cases, doesn't even make it available...anywhere. The side menu's colonies tab and the govern menu's colonies tab both do not show this information. I just went through colony after colony hovering over its research information and saw nothing about this event. How do I see what colony is affected by this event? Is it even possible to find out? <img style="vertical-align: middle;" sr
Will there be larger maps than this? Also, hello Open Palms and Drake's Ravine.
[quote who="sjaminei" reply="18" id="3572513"] This is the problem with having a small team. They can't just "grow" the games bigger with a sequel. From what it looks they've done a good job getting the sandbox done, and all the content you could ever want will come out in DLC's and expansions, if you don't try modding it yourself. I get that you are disappointed when comparing it to GC2, but that took years and two expansions no? This game has been out wha
[quote who="P-DEX" reply="6" id="3572408"] So, if you want to bail, that is your choice to do so. Personally, I will stay, keep playing, and contribute in some small way to help Stardock craft a better game that you will come back to in the future. [/quote] I'm not bailing but I'm not happy. A lot of people are commenting "come back later" but it is disheartening to hear that mentality here; that advice should never be given because the game should be better th
[quote who="My Views and Muse" reply="1" id="3572326"] I find your post well thought out and articulated. I as well have been a fan for quite some time. Although I would not go so far as to say it is a mess your post does clearly show how much of a step back galciv3 is compared to galciv2 twilight, something I guess I overlooked or did not want to see. Having said that, I still have much hope, but in the last month it seems the focus has been on sorcerer king
First: I played an endless amount of GCII in high school and it distracted me from many problems and helped create interest in different fields for me. I took that interest and have worked to translate it into a career. Stardock is one of my favorite developers and I am proud to support and continue to support them. Accordingly, I bought a founder pack the day it was announced. And I am so disappointed in this game. The core gameplay is strong, but it's strong because it is iterat
Can I tag on here how disappointing the UI is in general? Beyond the production/planet screen being generally unclear for the reasons you already mentioned (not to mention little icons that aren't actually explained anywhere that I can see and don't have tooltips), the UI is slow and lags when doing things like clearing notifications. Meanwhile, I have to click all of my ships to know where they are going whereas in GC II I could see their paths on the minimap and had hi