As far as I'm concerned GalcivIII has been a complete waste of money. From the Alpha to the present day i have not been able to complete a single bloody play through. Late game the same thing happens turns get longer & longer & longer until the point the game keeps crashing and becomes unplayable. I've even took a year of in the hope that the Galciv team might iron out the bugs in this shit show of a game. It's just so frustrating building up for hour upon hour, only for t
18Zulukiller
[quote who="Frogboy" reply="5" id="3608838"] My objection to tactical battles is that in a game as massive as galciv, I might have a dozen battles per turn. I dont' want to fight those battles nor do I trust auto resolve enough. But I don't object to tactical battles if there was a way to have them that didn't force players into feeling like they had to deal with them. [/quote] It works really well in the total war series.
Good idea the game really needs this.
I might take a 6 month break to. Not because of the reasons in the opening post but because the game keeps dying on its arse late game and i've not managed to complete a single game yet.
[quote who="Petri Kokko" reply="9" id="3573385"] I think they should make the surrender a bit more interesting than just "here's our stuff". A nice solution would be to make the surrendering civilization a vassal to your empire. "We surrender. Spare us. We submit to your rule." This could be implemented with the existing game mechanics so you wouldn't need to add that much new code to the game: - If the capitulating civilization is a major one it's status is "conqu
[quote who="KD7BCH" reply="20" id="3572518"]Uhhhh have you tried playing the latest build? Prepare to be asked that. [/quote] Yep I'm playing on the latest build.
[quote who="sjaminei" reply="18" id="3572513"] Isn't that the memory issue? Too much stuff to handle, then bam. You really need to sort that out with tech support, nothing ruins a game experience like crashes. I had some at the early patches, but some tweaking with my comps memory settings and patch updates have fixed them. [/quote] I have 24gigs of ddr3 PC3-12800 with the page file set to 40 gig in windows 7 ultimate which is installed on separate SSD. </
[quote quoting="post"] 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
I'm just wondering what is a soak game ?
[quote who="marigoldran" reply="2" id="3569113"] I've noticed the AI building up their worlds in my games. The problem is some of them do cultural festivals, which is just a plain waste of time. For warfare, the AI should set their rally points on their home planets and wait until they have a logistically maxed out fleet protecting 1 transport. Then the AI should just randomly select a world to attack and beeline for it. This would be S
I think the highest class i've found was a 25 but with terraforming i've had them get into the mid 30's
Thank you, i'll download them and give them a try after.
Most of the suggestions in here are pretty good. 1) I'd say the number one thing I'd like to see is upgradable shipyards, maybe even replace/merge them with starbases (economy). 2) Batter space stations (defenses/weapons), seriously you're on the right track with the drone defenders but we need more and better as they're to easy to kill. How about adding a hypergate as the ultimate upgrade on a starbases. So
[quote quoting="post"] Could I get a little advice, please. After playing 3 games past 150 turns, it seems to me that making your home world a manufacturing planet may not be the best strategy. when I specialize, especially active core and desert worlds with their 25%-50% bonus, my home world falls way behind. It seems pointless popping ships out in 6 to 10 turns when the specialty worlds are 1-3. Admittedly, I don't specialize my home world. I balance it. 1) Do any of you
Thank you
[quote who="Rudeman" reply="1" id="3567049"] How do we get the 1.10 opt-in? I don't see that update in Steam. Do you have to be one of the early-beta people? [/quote] I'd like to opt in myself to.
I wouldn't just go on the galaxy size for the number of A.I. you should use. The higher the A.i settings you use IMO the less A.i. you should have as the game gets unstable in my experience when you have loads of godlike A.i. on the map.
[quote who="Cray2" reply="25" id="3504038"] i try it everywhere but nothing happens... i bought the game on steam and im from europe could that be the problem ? [/quote] Try the @ key, it works for me
[quote quoting="post"] Think you can do it? Reduced 57% Original 407 x 768 [/quote] [e digicons]:grin:[/e] Bloody hell that brings back memo
[quote who="marigoldran" reply="2" id="3562612"] Quoting asinine_99, reply 1 Yes, the AI should pick rally points closer to home, and it should make sure to group them up into fleets. But we shouldn't be taking inspiration from Civ IV stacks of doom, which were pretty much hated by everyone as a game mechani
Nice!!! Seriously thanks for taking the time to explain that to me i really do appreciate it o7. EDIT: sorry to pester you again but besides actually playing a game all the way for and doing the research. Is there a way to get all the hulls and bits and pieces unlocked straight away so i can get to designing now ?
[quote who="Rhonin_the_wizard" reply="3" id="3562212"] You can use Control to select multiple starbases. I use it to check their area of effect when planning to add another one. [/quote] You can't use it on ships though and i'm not certain but i don't think you can on shipyards either. Trust me the suggestions i made are desperately needed. In a game i played the other day the AI surrender and gave me hundreds (300 ish) of us
Wow thank you for that TurielID. Did you manage to build the federation ships just with the bits inside the ingame ship designer ? Bloody hell I thought you had actually modeled the hulls in wings 3d or something and then imported that in to galciv3. That's one hell of a good job you've done going of the screen shoots.
******please ignore forum is acting stupid and screwed up my post******
[quote who="cstorvold" reply="1" id="3562182"] There's a ton of UI work that needs to be done, I know the fanboys are gonna disagree but here's a few: hotkey cycling group governing of sponsoring planets all lists should be sortable ships/starbases list sortable and collapsible by name/type you should be able to go directly to planet governing from anywhere eg: sponsoring planet list reverse course lookup (if I cli