BigBadB

BigBadB

Joined Member # 2438224
1 Posts 150 Replies 501 Reputation

[quote who="The Sisko" reply="4" id="3567006"] Three things: 1. The 1.1 patch isn't 'live' so a significant portion of people won't have it and therefore can't use the workshop. 2. Those who can are limited to uploading ships and (simple) factions. 3. Those who can have also been warned that what they upload now will probably get removed when 1.1 gets released. [/quote] This, particularly point 3. There's no poin

20 Replies 16,967 Views

[quote who="Fragnafritzz" reply="3" id="3567021"] I mean, if either of you happen to be devs, great. Job done. Don't release half-finished games and maybe the tone on the forums will be more to your liking. But since you aren't, why would you even bother to post? Pretentious creeps, I swear man. [/quote] No, sadly in my experience it doesn't really matter how 'finished' or 'unfinished' a game is, there will always be rude,

25 Replies 159,475 Views

[quote who="naselus" reply="20" id="3564479"] They indicated that they wanted to put in a flat research cost increase per world in the dev stream on Friday. tbh, I hope they don't - there's smarter ways to prevent big empires from going overboard on research, and a flat increase creates a time limit on new colonization - with even a small increase, colonization becomes hard to justify after a couple of hundred turns. It's the equivalent of using a sledgehammer where a scalpel

60 Replies 126,485 Views

[quote who="Seafireliv" reply="104" id="3562266"] I suppose the only sad note is that nobody really wants to make a superlative AI (9 out of 10) . I know that it is not apparently worth the time and cost(how times have changed), but once a Dev would make the best ever AI he could squeeze out, no matter what his resources. And I`m talking old machines that barely had 100K.[/quote] Are you kidding? Everyone who makes a game that uses some form of AI opponent <

150 Replies 729,576 Views

[quote who="Kyoss79" reply="4" id="3562645"] The main difference between galciv3 and civ's units is, that in civ no signle army/fleet was able to move 8 fields into your territory to pick of single units running around. In Civ territory did often cost more than 1 move, and you weren't able to use roads on enemy territory. In GalCiv thats no problem. I can even move into enemy territory _before_ a war with no systems to prevent it. I can even

28 Replies 104,334 Views

Without wanting to upset anyone, it would probably be helpful to Brad if we tried to keep this thread focussed on AI issues, and discussed the problems with controlling very large empires in another thread? (I appreciate there is perhaps some overlap, but UI improvements and better automation are not really what this thread is supposed to be about.)

150 Replies 729,576 Views

[quote who="marigoldran" reply="64" id="3560974"] Silly idea. When you play chess for fun, do you restrict yourself? Answer is no. When you play multiplayer against another person, do you restrict yourself? Answer again is no. I see no reason why Gal Civ III PvE is any different. IF THE DEVELOPERS ADDED SOME NON-CHEAT FEATURE, THAT MEANS IT WAS SUPPOSED TO BE USED. AND I WILL USE EVERYTHING THE DEVELOPER OFFERS ME. IF THEY DIDN'T INT

112 Replies 512,127 Views

[quote who="marigoldran" reply="11" id="3560417"] Besides, people was telling me: "POST A GAME TO PROVE YOUR CLAIMS. WAAAUGH WAAAUGH WAAAUGH!!!" So fine. I'm posting a game to prove my claims. Blame them, not me for this post. [/quote] No, they were asking you to WIN a game and post its metaverse URL. No need to spam the forums with more posts saying the same thing. Just win your game, go find it on metaverse and then post the URL in

112 Replies 512,127 Views

[quote quoting="post"] From what I can tell in the battle viewer the ships can shoot any direction, so maneuvering is pointless? And the ships just run straight in to ram each other, so being faster is meaningless? [/quote] Weapons have 360 fire arcs, but they also have ranges. A ship with a lot of thrusters will close on their target faster, which can be very handy if you have ships armed with kinetics (which have the shortest range). They can also be handy on

15 Replies 38,373 Views

[quote who="wpkelley41" reply="23" id="3559525"] Another thought just occurred to me. Perhaps this question will better convey my quandary. If I want to play a truly epic, long slow game all summer...am I going about it the wrong way? Now, I don't necessarily want 1000 planets resulting in 40 or 50 planets per faction. No, I really want the biggest to have around 20, with 10 being average. I have 26 factions. The problem I'm running into is meeting other factions much too quickly

35 Replies 121,387 Views

[quote who="Frogboy" reply="38" id="3558845"] I'm mostly just pointing out that she doesn't really believe what she says. [/quote] Forgive me if I'm being obtuse, but I'm not sure I see how you've achieved that?

42 Replies 303,783 Views

Personally I wouldn't play anything bigger than Huge with only the default races, but as others have said, it really depends on the settings you choose and your own personal preference for how big an empire you want to be able to grab in the early stages of the game.

35 Replies 121,387 Views

[quote who="J5S" reply="27" id="3559259"] I like the game a lot but there is a clear divergence between the reviews and where the game, actually played is really at. [/quote] I completely disagree. You are, of course, entitled to your opinion. But please try to remember that's what it is - an opinion.

44 Replies 140,241 Views

[quote who="J5S" reply="12" id="3558897"] But please don't take offense because we find things that suck and need to be fixed. [/quote] Erm, that's not what Brad took offence at. Not even close.

44 Replies 140,241 Views

[quote who="putty101" reply="16" id="3558945"]2)Queue Research (not sure how it made it past beta without this) If your'e lucky your excess points will go into the next tier project (which is rarely where you want it to go, usually you'd want to do several lateral projects before moving up an entire tier which takes much more research to complete) [/quote] Erm, I am fairly sure that excess points are saved and automatically allocated to the next project you choose. Certai

44 Replies 140,241 Views

[quote who="ddvorak" reply="14" id="3556703"] What would prevent SD from giving the player control of exactly how many stars and habitable planets there are on a map, randomly distributed, through a setting in game setup? I've never really liked the probability settings anyway because there's no explanation of exactly what "abundant" means. Sometimes I start and restart games to get the frequency and distance settings I want. So is there a code-related reason we

179 Replies 694,217 Views

They've said several times on the dev stream that both research and manufacturing 'carry over' unused points - nothing is lost. Even if you're completing things in one turn, the game keeps track and stores up unused points, applying them as soon as you build/research something expensive.

5 Replies 20,207 Views

You can research various life support modules and add them to ship designs to increase the design's range. You can also extend range by building starbases, as the maximum range of your ships is calculated from the nearest friendly planet or starbase.

2 Replies 13,508 Views

[quote who="Firehawk153" reply="85" id="3553205"] Sooo back to GalCiv III(not that speculation about future space warfare isn't interesting)... ...So I'll be blunt: is there any room for compromise on combat? Brad says no to individual unit controlled combat but it seems that a large number of us aren't really after that anyway. As many have said, we'd simply like a few more options given to us to influence and fine tune ship combat behavior.

90 Replies 416,531 Views

[quote who="VladiMIRfRUS" reply="4" id="3551963"] To my mind it will be simplier, if it can be changed in the game. Not everybode read the forum, not everybody know English and not everybody want to pay his attention to the xml files. [/quote] True, but not everyone wants to change the default designs, either. :)

15 Replies 42,472 Views

[quote who="Frogboy" reply="61" id="3552365"] It's all about what you bring with you and understanding how those forces work and making plans around that. [/quote] Which is perfectly fine with me. ;) Could you clarify whether or not the battle viewer is displaying an accurate 'replay' of the battle simulation or not? There seems to be some confusion about it - I had been assuming it was accurate, and so I could base design and fleet composition decisio

90 Replies 416,531 Views