kliebor

kliebor

Joined Last seen Member # 2467210
2 Posts 19 Replies 443 Reputation

That is not what I am talking about at all, I am talking a surveyed system here, I know the planet composition it is dead planet, or ghost planet, or barren planet. What I am commenting on is the way the mouse-over for that info displays a little tool looking icon, my brain sees that and thinks, there is more info to be had, or there should be, how do I get at it. It is an interface design thing, it just feels like there should be more based on the way the UI displays.<

3 Replies 20,084 Views

I put my thoughts here in another thread - https://forums.galciv3.com/452828/page/1/ I do love ideologies, I find it a problem that good still seems to have no real reason to ever act good, in my opinion all three choices should give some tangible if different benefit, not equal perhaps, but at least not non-existent.

6 Replies 5,051 Views

I was again struck by the morality choices and I understand you position good to be more of a late game help. But I was struck by the Pod people planetary colony event and the choices - I can get for Good - Nothing For Neutral - A small research bonus For Evil - A big research bonus I can understand good seems to finish last, I get that, but why not give some small divergent bonus for good, maybe not as immed

30 Replies 88,507 Views

Lets not fall into habits, I love the fact there are multiple and divergent bonuses for specials on tiles, comfort zones are nice but I want a new experience, not a graphically updated GC2 clone. I do agree that a better way to get a tile overview is in order, maybe with a mouse-over on the symbol to quickly summarize the benefits provided by the special on that tile. That would let you quickly plan your build outs without requiring cli

6 Replies 2,275 Views

I for one like the new governor's wheel, it lets me see the tradeoffs I am making visually when I swing into high gear for research on a planet. I tend to adjust things reasonably often in the mid game where most of the dicey battles occur for me, I find the early game and late game pretty much take care of themselves, you either have too few resources for less than a 1% change to be meaningful, or so many resources, 1% just does not matter much one way or the other

7 Replies 6,550 Views

One feedback bit I have about the tooltips is the icons in each planetary tool tip, like the magnifying glass and the hammer with data details next to each for the planets on the galaxy screen, my first desire as soon as I saw them was to use them as a cascading tooltip, I kept wanting to slide the mouse to get more details on the item mentioned, for example, what is the difference between a dead planet and a barren planet. Not saying they should expand, just sayin

3 Replies 20,084 Views

It would be great to be able to queue up 2 or more research projects, like with build lists so that once one project completes you start the next, this would help that situation a lot and also help alleviate the micromanagement of the research queue.

5 Replies 2,737 Views

It does work, I discovered there is a non intuitively named 'Done' over to the left, the right button labelled save did not catch my eye first time I saved either and I lost a turn of progress if you click the right hand save button it works like a champ. Perhaps the 'Done' button could be relabeled Cancel so it is more apparent it means you want to cancel, not complete the action of saving.

6 Replies 2,541 Views

I am still hoping for a tactical system, but one that does not rely on reflexes, I like the battle groups and orders concepts that have been floated, because I agree, I dislike the my enemy researched shields, I need mass drivers combat system. I want to have more flexibility so my fleet has long range missile boats, a core group of cruisers with good defenses and a mix of laser and mass driver weapons to screen my missile boats, and finally my give aways, destroyers an

411 Replies 1,949,811 Views

This might be cool, I have a touch screen ultra tablet running Win 8 Pro 64 bit... Any thoughts from those gurus about this possibility

1 Replies 9,912 Views

I am glad I have my Steam account all hooked up and ready... I will be refreshing my inbox every 10 minutes until alpha... is the key here yet :) fingers flying brilliant code gurus... :) We love you all... but break time will be strictly monitored :) Go GalCiv III

2 Replies 11,892 Views

I am also looking forward to the possibilities that can come of a true 64 bit dx11 game/graphics, I honestly do not know how long I am going to able to hold out. I found myself hoping to hear a just joking, it is coming out tomorrow from our good friends at Stardock. This game has me chomping at the bit and I for one am glad my quad core 64 bit processor will finally get the ability to stretch its 64 bit code muscles. Heads down brilliant cod

29 Replies 104,603 Views

Unfortunately that is unlikely, usually the Elite version of anything is limited by its very nature. They usually want to put some cap on the special editions of anything, because people by their nature tend to want that special feeling that is caused by exclusivity. Plus, I would expect that they have some limit based on sales projections as well as the Elite founder has everything Gal Civ III as part of the benefit package. Early on it is a prof

11 Replies 31,964 Views

I think that an orders type of option makes sense, I am also in the camp of hoping to not see some sort of twitch system where I need to react quickly or with shooter game reflexes, not my cup of tea why I disliked Sword of the Stars and other real time strategy type games. I prefer the ability to think, plan and decide, then see the results of my strategy, not have my strategy fall apart because King Twitch could click faster and control resources quicker than I could in a contest of finger

411 Replies 1,949,811 Views

I tend to be in the complex tech tree camp, but make it too complex, too esoteric and you lose alot of lighter side players. Those with a PHD in Gal Civ aside, many players will not understand the complexities described above especially the all the special case type stuff described. To make things manageable the trees need to look something like a family tree, the precursor techs, are like great grandma and grandpa,then all the techs that spawn from possible choic

121 Replies 378,599 Views

Hey all, the intro cinematic looks fantastic, I am really looking forward both to the campaign, which sounds great if it plays out the story behind the cinematic... be great to play that story as well as finally play multiplayer sand box mode gal civ... talk about replayability, it will be fantastic. Go Stardock... Jumped on the elite founder bandwagon!

107 Replies 271,799 Views

Greetings all... Just grabbed my copy as well, now own the whole set from 1 to now 3... Can't wait!

13 Replies 30,107 Views