Mystikmind

Mystikmind

Joined Member # 1280585
36 Posts 725 Replies 2,239 Reputation

I am also a long time galciv2 player fairly new to galciv3... well owned it for a long time but not played it extensively. One thing i can tell you straight away, if you play galciv3 like you play galciv2 the AI will cream you, even on low difficulty. The reason is that Galciv2 is power through money, and you have to carefully limit production or go broke FAST Wheras Galciv3 is much more production based and not very sensitive to money, so you need to va

11 Replies 25,078 Views

I get both problems actually! I will get bored and quit because i am too powerful, or i will quit because the enemy is too powerful. I am yet to encounter a game that is even slightly balanced in challenge, this is the biggest problem with the game in my opinion.

34 Replies 108,821 Views

Ok if you have other races at war with them, did you remember to gift a starbase or two to those races? so their ships have range to your area? Also you should be giving worlds to your allies as well to create buffer zones and draw allied ships to your area because they will want to defend those planets. But what you really need to dig yourself out of the hole is marauding ships that are fast to attack enemy asteroid mines. It also distracts the e

34 Replies 108,821 Views

[quote who="aerez4546" reply="2" id="3653251"] Waste constructor modules? You mean you don't have 5 billion extra constructors being built with nothing else to do besides upgrade every starbase to max? And yes the interceptor module upgrade is basically a waste, since the tiny interceptors usually get blown out of the sky before they even get in range to fire one shot back (since they are armed only with short range kinetic weapons). Which is why I want the upg

7 Replies 37,470 Views

[quote who="Mystikmind" reply="31" id="3653131"] If you were to vote for finite or infinite resources which would you chose? Normally i would vote infinite, but for an expansion of Galciv3 i would vote finite.... only because we already have infinite resources and it would be nice to try finite just for something different. [/quote] Edit: actually i remember one game with finite resources having an option for 'infinite resource

36 Replies 82,960 Views

If you were to vote for finite or infinite resources which would you chose? Normally i would vote infinite, but for an expansion of Galciv3 i would vote finite.... only because we already have infinite resources and it would be nice to try finite just for something different.

36 Replies 82,960 Views

[quote who="Gauntlet03" reply="28" id="3652814"] Oh well... just to clarify, I wasn't trying to say that the durantium resource on the strategic map would only provide X amount of resource over the whole game... I did intend for it to possess and provide Infinite durantium and be mined forever, but, only provide so many resources per Y turns. Like ".25 Durantium per turn" IE 1 per 4 turns. Forever. The attrition loss of resour

36 Replies 82,960 Views

[quote who="Larsenex" reply="26" id="3652795"] However, we then come to the ai and the abundance of credits. The ai should 'over value' its own resources and not value the players as much. Thus it would cost an 'arm and a leg'for the player to buy out all the resources from the various ai and the ai in turn would not value what the player has by half. This way it would be harder

36 Replies 82,960 Views

[quote who="werwortmann" reply="24" id="3652486"] Gauntlet like your thinking. Would be a much better system, lets hope the devs read this as they are looking at redoing the whole economy of galciv 3 in crusade. [/quote] I like his thinking too. These resource star bases all started off in Galciv 1 by giving a percentage bonus of some kind to your entire empire. Then they have kinda forced the resource system to do things its

36 Replies 82,960 Views

[quote who="Wotan2a" reply="10" id="3652600"] Just had it happen to one of my games. Playing without mods with all DLC and 1.82. turn 372 on an insane/abundant/abundant and just hit the "Wait" issue. Cannot get passed it, reload does not work. Happen just after the Krynn decided to surrender to me after their war with the Thorians. Got to move their ships around and then when I pressed turn i got the dreaded "wait" bug. Edit: Solved it. On the latest save gam

17 Replies 32,610 Views

[quote who="admiralWillyWilber" reply="15" id="3652066"] I think you might of hit it there. Instead of allowing one resource per ship per mine. You could have a limited number of resources per resources. Mining either one resource per turn, or a number of turns. This still doesn't negate my idea of having all buildings, ships, and technologies require resources. [/quote] The closest thing i can think of that would work well with your idea is to have resour

36 Replies 82,960 Views

[quote who="admiralWillyWilber" reply="14" id="3652067"] Got to disagree with you about the expansion in civilization it is obviously slower to my opinion. The rest is my speculation to why. A lot of my speculation to this is basically based on complaints to the expansion phase is to fast. My comparison to expansion in civilization is based on both trying the large empire penalty. [/quote] Oh well, mebe you need to increase barbarian level to keep it interesti

17 Replies 25,682 Views

[quote who="admiralWillyWilber" reply="14" id="3652054"] I've never seen a starbase flip in two, only the asteroid mining bases. [/quote] I have never seen any AI starbases flip in galciv2 - naturally. But i have had one or two of my own ones flip.

15 Replies 46,250 Views

[quote who="admiralWillyWilber" reply="13" id="3652050"] Well my main complaint with the civ series is they removed some of the basic concepts that made the civ series what it was in five, and because this now becomes a micro management issue they will probably not bring these back ruining the franchise. Sala v. Now I agree the resource is weird. This way it keeps you from being to powerful, but the real issue is that Stardock doesn't add anything that is not over the top.

36 Replies 82,960 Views

[quote who="admiralWillyWilber" reply="12" id="3652052"] To many complaints about the economic wall in two is part of the reason were stuck with what we have. To many civ fans who believe that the game should be slower is part of the reason we are here. That is basically caused from joining steam. One of the obvious things that slow down the game in civilization which was kind of solved in three was one build que, not two. Another thing that slows things down in civilization is that you

17 Replies 25,682 Views

[quote who="FreedomFighterEx" reply="12" id="3651956"] Which is why i want the ZOC to be able to flip starbase like in GC2. [/quote] Nah.... for one thing, the player knows how to exploit influence much better than the AI Also starbases are not carriers of civilian populations like planets, so that's why planets are vulnerable to culture flipping and starbases are not.... its perfectly reasonable i think?

15 Replies 46,250 Views

[quote who="FreedomFighterEx" reply="8" id="3651955"] Yeah. Once i found the like 3 relics anomaly within their ZOC and they just left it sit like that. I swoop in and rush 3 tech, felt so OP. Funny enough that AI love trying to hijack your anomaly instead of clearing their own. Civ5's AI doing better at cleaning up an ancient ruin (anomaly) than GC3's AI. [/quote] Just 3? I regularly find them in AI territory, even at very late stages of the g

10 Replies 9,200 Views

[quote who="Seilore" reply="1" id="3651922"] I feel that's it's constructor based more than anything because by building economic starbases around a planet one can increase production on a planet by as much as 700% in Manufacturing, Research and Economic... If instead they increased the amount that each building did and cut that down by a factor of 7 it wouldn't be as needed. [/quote] Yea, what i was really surprised about in Galciv3 is how I

17 Replies 25,682 Views

[quote who="FreedomFighterEx" reply="11" id="3651954"] Take note that this also happen in Civilization 5. You could build a tank (it require 1 oil) and gift it to an AI that doesn't even research a tank or has any tech that let them know what the heck is oil yet. They will get your tank but with -50% power in both attack and defense. The difference is; AI in Civ 5 know this and will retire it pronto since it eat their maintenance and resources. Also, you can't sell the combat uni

36 Replies 82,960 Views

[quote who="admiralWillyWilber" reply="9" id="3651946"] It basically only works if you have none thing else to do. [/quote] So how can we make it easier? Have advanced construction modules in the tech tree with increasing numbers of modules (and only one allowed per ship). Then The AI can build standard constructors with multiple modules.... and they should work for the constructor calling system since they are core ship designs. <p

15 Replies 9,459 Views

[quote who="Publius of NV" reply="7" id="3651933"] Quoting Mystikmind, reply 6 Seems like too much effort for one module per ship constructors? Too much effort? It's basically a one time setup for each star base. Compared with manually managing constructors, which is what I thought t

15 Replies 9,459 Views

[quote who="FreedomFighterEx" reply="9" id="3651907"] Quoting Mystikmind, reply 8 I always wondered what happens to a ship with prototype components if i sell it to the AI? Does it give back my resources? The AI then has to use its resources to support it? <br

36 Replies 82,960 Views