Blaze of Glory

Blaze of Glory

Joined Member # 2454968
31 Posts 313 Replies 15,807 Reputation

Would it be possible to get transcripts summarizing the questions and answers to the dev talk? Not that you guys aren't fun to watch, but I would rather read for 10 minutes than watch an hour of video. I appreciate the dev talks though, either way. [e digicons]:thumbsup:[/e]

25 Replies 39,175 Views

Inherently, the OP is correct. There really isn't much of a penalty to rushing pop and colony ships and taking every bit of dirt you can. Other factions can't invade you for a looooooooong time. By then, your colony is built up. That said, a clever player or ai could simply swamp your worlds with advanced ships, blow up your shipyards and contain you until invasion tech is available. I think range techs are a little too extreme right now. Especially when it comes to carg

56 Replies 209,362 Views

Err, you have a race of moles? No one can see the bright giant burning things? I would like some random "wandering" planets that could be mined or have an extreme colonization tech though.

9 Replies 5,343 Views

That is kind of where I was going in my post above. It seems like it violates the lore of the game. After all, if you wipe out the existing population and replace it with yours, where are the Drengin slaves? [e digicons]:|[/e]

14 Replies 71,647 Views

While I sympathize with the OP, each turn is a year. A lot happens in a year. The comments regarding most of the conflicts you mention is each city is kind of like a planet in Gal Civ. So to win the war, you have to take several, if not all the cities (planets). I do like the idea of resistance, but in Gal Civ it is a straight up population vs population. You wipe out the planet's population and replace it with your own. I am not saying I like that system. I feel pla

14 Replies 71,647 Views

When I start out, I tend to build a farm, then the colony hospital next to it. The farm is to increase the pop cap and keep approval up, the hospital to increase growth. Then I build a factory or research depending on the planet's bonus tiles.

28 Replies 83,587 Views

[quote who="Ryat" reply="4" id="3502878"] Actually, the math and tests shows that in a starting colony, building the basic and then upgrading it over time is faster then starting with the max available as the game allows you to still use the building while its being upgraded. This is great if you just want to colonize a planet and let it run by itself. The issue comes when you need to jump start a colony, for example, one on the front lines. It would be nice to have an option to buy the

7 Replies 14,473 Views

[quote who="Mettius" reply="1" id="3502559"] +1 on Simultaneous Multiplayer. The game needs a simultanious turn option for multiplayer (like Civ IV/Civ V). This is a BIG deal. [/quote] Agreed! The more players, the worse it gets. Then, you don't get much of a notification if you aren't the first player. There are times when I start getting aggravated with a friend because they are micro-managing or designing a ship and I am stuck l

98 Replies 234,062 Views

I would like to see the planet itself so I know if it has manufacturing, research, approval tiles that I can choose which option could benefit me the most. The name would be nice, but to me the planet layout would be more helpful.

3 Replies 2,134 Views

[quote who="peregrine23" reply="7" id="3503341"] Problem: Health. There may be some who disagree with me, but health in BE and its Civ 5 equivalent happiness drive me up a wall. In theory, this is a mechanic designed to slow/stop city spam and steamrolling. In practice, what it does is punish the player for active, aggressive game-play. Essentially you are punished for fun. Lesson: Don't punish active game-play. There is nothing in GC3 so far that resembles this mechanic,

34 Replies 81,183 Views

When you boil it down, it is just labels. It is essentially the lawful/neutral/evil alignments from days gone by. CIV V used Freedom/Order/Autocracy We could call them "Warm Fuzzies, Middle Road, Get off my Lawn". That said, one could make the argument that in some instances the reward for malevolence makes choosing it pragmatic. Say I am in a war and short on cash. By colonizing a planet I get the three choices. One of those choices involves -20 approval

25 Replies 28,533 Views

[quote who="Lucky Jack" reply="7" id="3501273"] Stardock has already acknowledged that they have errors in the calculations from artifacts and they have "corrected them internally" and the fixes will be out in the next patch. [/quote] Yep, it was in the Friday steam. I am a programmer and I hate code review/qa, but seriously? Not to say I haven't had my "wtf was I thinking" moments.

9 Replies 3,500 Views

[quote who="Wraith367" reply="3" id="3501232"] Quoting Blaze of Glory, reply 1 Now some comments on your major points. It is just my thoughts, so take them with a grain of salt. Thanks for your views. I understand exact UI values may change, but a general ove

7 Replies 31,464 Views

[quote quoting="post"] The universe and all existence might be destroyed by the Terran's, but the Drengin caused it to happen! When you think about it, we get blamed for a war the Drengin started! It reminds me of a time when I was little and got punished for something I didn't d... Forget it. Lol DARCA [e digicons];)[/e] [/quote] Ahh, the phycologist's dream. Tell me about your father/mother relationship. Interesting.... Do you fin

23 Replies 79,771 Views

That would be a nice feature as well. I left off a list of what colonies produce how much hammers, gold, science as it looks like that is "coming soon" in another tab. Well, we can only give our opinions and see what happens. Stardock has usually been pretty good at listening, so hopefully together we can help make this a game of the ages.

2 Replies 1,817 Views

Well, again, the UI is less than perfect over what actually occurs. Hopefully it will be straightened out soon.

8 Replies 16,258 Views