markmid

markmid

Joined Member # 1589304
12 Posts 149 Replies 1,312 Reputation

[quote who="ForesterSOF" reply="16" id="3531397"] Either we are being egged on or being made to think of how the story may go. [/quote] The story will go as follows. Human Crusade launched from an alternate universe. Dregin and Yor on the defensive. Tholian Interfere predicting a human rapid expansion, sowing doubt between the two human factions. Real humans expand and protectively guard their borders with the alternate race. Human cru

17 Replies 63,226 Views

[quote who="GalCivius" reply="6" id="3531504"] Wondering if minors can survive longer in GCIII, or if they will get all eaten up by either the Ai or the player like in GC II. Maybe there should be some condition that needs to be fulfilled to make war against them? So that you need to have another reason than just "I need that planet". [/quote] It's not a bad idea but if it's too arbitrary people might moan, if they went that route perhaps a gameplay

13 Replies 4,705 Views

[quote who="Larsenex" reply="3" id="3531475"] The really on difference is they cannot colonize and may not vote in the U.P. [/quote] Were they not planning to have 1 vote for all minors? Sort of like babylon 5's league of non aligned worlds.

13 Replies 4,705 Views

[quote who="peregrine23" reply="5" id="3531111"] You can sort of do this through modding, but not in-game. Paul has said that he is concerned that allowing players to design fighters would be really hard to balance. [/quote] As I put in another thread. Keep the components list fixed, but let people pick the hull look. That way they can keep fighters in their races theme while not damaging balance, it's a nice compromise. Alternatively the fighter

8 Replies 22,454 Views

[quote who="Seilore" reply="1" id="3531317"] I'm just going to start trading minor races colony ships so they have many planets themselves lol [/quote] This is what I always do, I give them several planets and have them go fight my wars for me, traded for tech :), or use them as a buffer between me and someone I don't want to be fighting yet. My very own neutral zone! In fact that'd make for a great minor race, called the neutral zone, independent planets that

7 Replies 9,679 Views

For many modders, let's say someone building a starwars mod, they want to put in an Xwing and tie fighter hull. It doesn't matter so much if they can tweak what that ship can do or can't do, though that would be nice, I understand for balance reasons it's difficult. It's more about making it look like the right kind of fighter for that race. Even a completely unique race, is probably going to want a certain type of look to their fighter. One

0 Replies 3,469 Views

It sounds interesting certainly, and why I would like minors moddable. So we could for example build a massive resource single planet that is very hard to beat, but end game might give you a challenge to take it. I suppose you could do this with a major, if you removed all it's ability to invade, colonize or trade techs. Except a major might surrender annoyingly.

13 Replies 4,705 Views

From the stream it seems like this is coming in gradually, like how the terrans get certain key advantages in shipyards/colonization. The Modding available to us will hopefully see websites and databases, like race shipyards as Space Empires IV did, where players upload their races, complete with shipdesigns and custom personalities. With the tech tree modding potential, we should see a good diverse group of opponents to pick from, and from the stream modders should be able to mod

10 Replies 3,287 Views

I hope the personalities of the races has more impact than global generic stats, so I am playing against different races, rather than just 1 with a different face on it. I also hope each race has it's own text, or at least we are able to mod in our own text to make them even more distinct.

28 Replies 131,443 Views

This is true franco, I will edit my original post as you make a good point. A player shouldn't always be forced into one ideology, not if there are multiple options, as why would we have those options every single time they colonize or receive an event. It's more that the player has too many points to spend at present.

26 Replies 77,067 Views

[quote who="Taslios" reply="7" id="3530551"] What's wrong with Turtle tactics? [/quote] Well the argument also included a long debate about constructor spamming starbases (the micro required), we had some good ideas to limit it though, or at least the micro attached to it.

30 Replies 137,766 Views

I am looking forward to trying a few things. One prediction I have is, less techs will make a stronger tech race. They will focus on what's critical to supplement their playstyle, and possibly gain a tech advantage as they'll be at later game techs while other races are in early eras. I think some of the dev comments are wrong about an AI not using one of the three weapon types will be disadvantaged, in large maps with multiple opponents they will have 33% (or more) bonus fire

1 Replies 4,671 Views

-edit On second thought perhaps the ideology system is fine, otherwise why would there be any choice at all on colonizing or through events, it'd seem a bit railroaded. Perhaps a nerf to the amount of points is all that is needed, or diminishing returns as you gain overall points. Original Post: 1 - An option to gain all ideologies to a certain limited level. 2 - An option to gain 2 ideologies to a less but still limited level.

26 Replies 77,067 Views

I've argued military starbases need a serious defense boost myself, but this usually gets shot down by people would turtle arguments. My counter is usually, let them turtle, but make supporting high end military starbases expensive. Perhaps have some starbase class heavy weapons that can be mounted but are highly expensive. There you are, hopefully that saves some time in anyone replying :)

30 Replies 137,766 Views

[quote who=" Lord Shadow " reply="3" id="3530312"] So in Beta 5 Stardock gets annoyed with all the AI requests and allows Skynet to play the role of GCIII AI. After a week all players keep losing even at easy settings (Skynet decides it doesn't like to lose) and start to cry for the old placeholder AI...but Skynet can't be removed [e digicons]:)[/e] Care what you wish for [e digicons]:D[/e] [/quote] Skynet could intentionally lose though so they give

4 Replies 2,167 Views

[quote who="Franco fx" reply="1" id="3530140"] I am fairly certain that they have said that a tutorial is a priority for the gold release. [/quote] They have said there will be a tutorial yes. The text not scroll bug I have too, I think it's a universal thing they are working on, with some of the info boxes and tooltips.

3 Replies 4,197 Views

I imagine carrier fighters will have their own limitations and template to balance them, I too would like to see the feature but would also like to see it balanced. It seems the easiest way is to make a new class of ship for them.

8 Replies 22,454 Views

[quote who="eviator" reply="13" id="3530151"] Am I the only one who is bored of space battles in the dev stream? For a capability that will likely turn out to be 5% of my gameplay experience with this game, and I'll probably fast forward to the end to view the results, they have been spending a lot of development and dev stream time, for the last few months, on it. I realize moving sliders around, queuing production, and talking to aliens doesn't sell the game very well, but that

26 Replies 81,983 Views

[quote who="Apostat" reply="2" id="3530222"] Already did, but they say nothing about the release date of the next update. [/quote] I am rewatching it because I couldn't remember. They said roughly about 2 weeks from the 13th so, start of april is a good bet. They did say that is open to how well the testing goes however so it could be longer.

4 Replies 14,157 Views

Have a watch of the dev stream, it has more accurate info than I can give you in summary. Link: Dev Stream

4 Replies 14,157 Views

[quote who="BuckGodot" reply="9" id="3530194"] The problem with races that solely get techs by stealing them, is that they are completely dependent on others to advance. If the races they know of research things that are of no use to a player, or of no use to what the player wants to do at the time, they're kinda stuck. And I'm not at all sure how viable they would be in a practical playthrough. Obviously, it completely

14 Replies 3,516 Views

[quote who="ForesterSOF" reply="6" id="3530101"] So I was wrong and will have to buy it. [/quote] If only that were possible! :) If you find out a price let me know who quoted you it and where. I'd appreciate it thank you.

7 Replies 9,618 Views