Tooonz

Tooonz

Joined Member # 2226147
5 Posts 47 Replies 1,102 Reputation

Well, the way combat works in galciv3 is that later in the game support modules will be a vital part of your fleet, as well as carrier modules. These ships will be very valuable but weaker than other ships, so they will need to avoid combat. And while formations may look cool, it would all go to hell in a matter of seconds anyway =P

3 Replies 1,719 Views

Go back and watch the last few dev streams, it is explained there. How you design your ships determines their role and behavior. Lots of weapons and thrusters make it an attack ship that will attempt to kill high value targets. Lots of defense makes it a defense ship that will attempt to destroy the enemy attack ships before they reach high value targets. Ships with things like support modules or colony modules are considered high value and will attempt to evade attack ships. Large heavily ar

3 Replies 1,719 Views

As stated in the Dev streams this is working as intended and Paul showed that this would happen several weeks ago. With some of the abilities, such as the one the humans get, you could just have all your planets support one shipyard, which could be very bad for balance reasons.

5 Replies 3,237 Views

Playing as the Iridium on an immense map, tried to que some factories on my planet and they didn't show up. In attempting to build them I managed to que about 12 factories in the build list, on about six slots on my planet. Every time i tried to add a factory it added it to the que but not on the planet screen itself. When I left the planet screen and went back the factories appeared on the planet in the six slots i attempted, but still showed about 12 in the queue. I'm not sure if it

2 Replies 4,162 Views

Ok, Paul did a quick impromptu stream of what he said was beta five(so hopefully that means it launches tomorrow) to test Steams new streaming feature today. He didn't show much of anything new that hasn't been in the live streams, alt least during the time i was watching, except for showing how planets will have a resistance to culture flipping and rather than a 10 turn countdown there will be a percentage amount and once it hits 100% the planet flips. The ressistance will be m

52 Replies 27,911 Views

Goxward, remember that it is impossible to program the ai to use something that isn't finished yet. For example, you want he ai to be able to design ships and fleets, yet the way fleets will work keeps changing as testing goes forward. If they had taken the time to program the ai to work with he way fleets were originally planned to work, that would have just been time wasted because with the change in combat you would have to reprogram the ai, further delaying the game. The same goes wit

5 Replies 20,346 Views

Yeah, I'm excited for them as well. Personally I hope you won't know about them until after you have colonized. I would even like events that make some of them appear long after you colonized. I like surprises. "During mining operations on a remote outpost your miners find a subterranean Snuggler colony! Free Snuggles for everyone!"

6 Replies 18,764 Views

Yeah, It's a well known issue, I think it may even be left that way for testing purposes.

10 Replies 11,241 Views

You could argue that it is a waste of money, but if the product will not be made without the funding, it's not like you have the option of going to the competition. You don't give money to a kick-starter in hopes of getting a return on your money, you give money in hopes that whatever you are funding will be created in the first place.

22 Replies 107,289 Views

Yeah, there is a lot of things that still need done. However, the AI really has to be almost last, because you have to have the features in the game and working before you can really program the AI to use them, and there is still a lot of features to be added. The big ones are in for the most part, but they need to be tweaked and balanced. Combat really needs an overhaul, right now it just isn't good. I like a lot of the OPs suggestions. Star-bases need a lot of work. If i have the barrie

14 Replies 8,187 Views

Yeah, it's a well known problem. Mainly it's a balancing issue, which, as with most balancing issues won't really be dealt with until the final Balance and polish passes shortly before final release. Also, the devs have stated that they want to add ideology choices to things like some exploration, invasion and galaxy events so that they aren't just dependent on colony choices and structures. It's a part of the game that is in and working, but not complete.

1 Replies 12,994 Views

I'm sure this is an issue on my end, as I can't seem to find anyone else with this issue, but for some reason I can't load any saved games on my desktop. The game runs great, but I CTD whenever I try to load a game, whether it be a normal save or auto-save. However, I don't have this issue with my laptop. I haven't done anything to change where or how files are stored. I'm running windows 7 64bit with 16 gb of ram. I've already tried verifying local cache and resta

3 Replies 14,260 Views

I think the main problem is that yellow stars seemed to be bugged. In my games where i play with everything set to common, yellow stars have almost no planets, and almost always have asteroids with the mining resource. It was stated in on of the videos that yellow stars were supposed to have the most common habitable but not really special planets. Right now the majority have no planets at all. I'm am confidant in calling it a bug because there is two problems it creates here, a ser

10 Replies 10,263 Views

yeah, one advantage the yor have is all those small worlds are suddenly useful to them when they are almost pointless to other races. Being able to have 48 pop on every world means that a small cluster of worlds which wouldn't do much for other races will be very powerful for them. This gives them a somewhat different playstyle, which is always welcome. I really like the idea, but it will need some tweaking.

8 Replies 27,396 Views

I havnt tested it yet but they said they are lowering caps on other races. Also, the idea is that they don't have to build farms so they can put more buildings. They are supposed to be different, in galciv2 the had the equivalent of farms, which made them play just like the fleshy races. Their not needing such things is part of what makes them different. That being said, it will probably take some balancing.

8 Replies 27,396 Views

I might as well weigh in here as well. This ahs been one of the bet topics on this forums so far. It's hard to really comment on some things at this point considering we still have a lot of things to be added. However I have to agree with what most people here have said about planet specialization and adjacency bonuses. Right now the only real choice is what type of planet you want it to be, after that you just hop to get lucky enough to have a few tile bonuses to support th

98 Replies 234,053 Views

There have been many references to allowing 100 civ games. That's one of the reasons why they went full 64 bit support, to allow multithreading and multiple processors to do it. It's talked about in several of the dev streams and some of the posts from Stardock members. It's not a pipe dream, it's what they are actually doing.

10 Replies 59,516 Views

[quote who="DARCA1213" reply="16" id="3481753"] Its worth it. and what's up with the 3D again? [/quote] I know right. The decision to keep it 2d was made long ago and has never been up for debate(as far as i know). The idea has been beaten to death on these forums, and yet here it is again.

71 Replies 228,208 Views