[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
BigBadB
[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,
It's going to be changed so that shipyards can't be rushed with Colonizer.
[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
In order to save future confusion, it's perhaps worth bearing in mind that the current game version is 1.03, not 1.3.
[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 <
[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
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.)
[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
[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
[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
[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
[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?
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.
[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.
[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.
[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
[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
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.
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.
[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.
[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. :)
It seems the kinetic weapons (at least) have been rebalanced in 1.01 (not had a chance to check myself yet - pesky work).
[quote who="EvilSalmon" reply="59" id="3552308"] Quoting BigBadB, reply 41 Quoting EvilSalmon, reply 40 Range, tech, defense, support items. Everything is calculated and
[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