Yea I don't know what kind of fleet combat enhancements they have planned for the admirals expansion so we might see something then.
Firehawk153
Yea i know we can designate a role when we design them but i was thinking of an option to change the role in the ship or fleet detail screen for individual ships.
Just thinking it would add a lot of flexibility if we were able to designate and change the ship role at the individual ship level. For example, I'd like to have my tiny missile ships protect a support ship in one engagement but in another I might want them to aggressively go after an enemy capital ship. As it stands now I would need two identical ship designs with different roles to accomplish this.
That guy looks vaguely familiar....has he been on the dev streams?
Does it come with heated seats?
Still getting this crash on new games even after today's patch.
So I guess my first question is will there ever be a "role" or some other sort of pre-defined behaviour that will allow ships to retreat if a battle gets too hot? I realize that retreat is not currently implemented (and wasn't in Galciv2 either) though I've never been able to figure out why. Second question may be a bit more easy to implement. I'm curious if there will ever be a ship role that allows, say a missile ship, to hold at maximum weapon
In Space voyagers defense there was some kind of pre-battle setup screen or something mentioned by frogboy at some point. The question is that particular piece still in development and will be coming as we near release or is that been dropped. Link to the frog boy's quote is below. http://steamcommunity.com/app/226860/discussions/1/35221031569673689/
[quote who="Larsenex" reply="20" id="3521136"] What is 2T vrs TU? [/quote] The new X-Com's two moves per turn versus the Time Units of the original X-Com.
Wow, the combat is starting to sound like Galciv2 combat all over again. No pre-battle setup like targeting, no ship role assignment changes. Where are the innovative combat changes that we told were coming with GalCiv 3?
[quote who="Werewindlefr" reply="3" id="3517801"] Quoting Space Voyager, reply 1 It seems as though it won't work. If tactical combat would be in, there would be no need for a separate viewer - as you could just as easily watch combat play itself out in a tactical combat mode. I hope I'm horribly wrong though, I
So now that we've got our first look at the battle viewer, can we get some more details on how the fully fleshed out fleet combat will work?
[quote quoting="post"] In the dev stream, there was an opportunity to see the Yor. They don't need food, but their production has to be manually managed for each planet. How much work does that take? Is there a way to do it across the entire empire? I could see this being a micro problem, especially on larger maps with many planets in late game. [/quote] Yor guess is as good as mine.
So no fleet combat in initial Beta 3...is that coming as a later part of Beta 3 or will that be Beta 4?
[quote quoting="post"] They whine about no Tactical Combat, I mean really let it go, and move on. [/quote] I'll nitpick and disagree on this one point. Not because I want to continue to beat a dead horse but because this is AT LEAST related to the the game and the preference of tactical combat is not by itself an internetz troll behavior (although it CAN devolve to that point)
[quote who="Frogboy" reply="38" id="3485465"] I like tactical battles too but GalCiv isn't the place for them. The fleet battles in GalCiv III, however, are far far more sophisticated than what we in GalCiv II. But we don't want players having to give individual move orders to individual ships. [/quote] I'd venture to say that most of us that want some form of tactical combat are after more sophistication rather than more m
Screw hexes! I say we use SPHERES... [e digicons]:D[/e]
Chuck Norris' Candle
[quote who="mattiscool555" reply="290" id="3411704"] as per: https://forums.galciv3.com/449479/page/2/#3411697 Quoting Frogboy, reply 38 Those who like the idea of designing carriers and seeing carriers in action in fleet battles I think will be happy. Those who imagine fleet battles that play like MOO2 (i.e. where you're micro managing individual units) will be less happy.[/quote] I agree with DsRaider, I do
No, Zydor isn't trolling he's stating his opinion and there's nothing wrong with that. What is irritating though is when people state their OPINION as FACT. Doesn't make it trolling but its annoying.
My guess is that if they do include tactical combat, the player will have the option in the game setup to toggle tactical combat on or off in its entirety for that particular game. That way, the strategic purists can have the game like they like it and the arm-chair fleet admirals can have it their way. See? Its like politics! We all win! [e digicons]:rofl:[/e]
Wow, that is pretty darn impressive.
Ash FTW!
The latest expansion of Distant Worlds (Shadows) lets you play as a pirate though I think the game play mode itself needs a bit of tweaking.
No, the most important thing is for the combat to have good animations....everyone knows good animations trumps gameplay every time.