Gaunathor

Gaunathor

Joined Member # 2472842
33 Posts 875 Replies 29,292 Reputation

[quote who="dmjung" reply="11" id="3482538"] That could also lead to a "Tender" or "Repair Ship" module that rushes repair of hit points for docked ships. Seems like there was such a thing for starbases in GC2, but I could be remembering something else.[/quote] GalCiv 1 had such a module. The mechanic for it was still in GalCiv 2, but, except for the Example mod Stardock made, wasn't actually used.

87 Replies 224,090 Views

[quote who="charon2112" reply="94" id="3482506"]It seems like those games use a "star to star" travel system (phase lanes)...it's easy to do a 3D game with that system.[/quote] For stellar travel, yes. However, Ascendancy uses a real 3D map for the actual star systems (with planets moving around the star each turn). You can freely move your ships anywhere along the X, Y, and Z coordinates. Anyhow, I was just refuting DARCA's claim, that 3D maps haven't been done be

119 Replies 403,172 Views

[quote who="DARCA1213" reply="92" id="3482489"]Quit putting tactical battles in the same boat, that's actually been done before! Fyi. [e digicons]:P[/e] [/quote] 3D maps have been done before too. For example, Ascendancy (1995) and Sword of the Stars 1 (2006). There are more games with 3D maps, but

119 Replies 403,172 Views

[quote who="Tolan_Grimm" reply="54" id="3482428"] I played GalCiv3 for a few hours, and you know what I noticed? When a tech had completed research, guess what happened? Nothing. Nothing at all. The button at the bottom said "Research". That was the only feedback I got. Now, I know this is an ALPHA, but as I haven't seen any indication that there will be significant feedback when a tech is completed; ba

71 Replies 228,536 Views

[quote who="Schaefespeare" reply="43" id="3482241"]I have no proof and can't provide any because, as I said, only the final builds are available.[/quote] If what you said is true, then there would be proof for it out there. Screenshots, forum posts, mention of it in previews, etc. Also, changing the map from 2D to 3D (and back again) is non-trivial, so you'd expect there to be dev journals about why the devs decided to make those changes. However, I couldn't find anything.

71 Replies 228,536 Views

[quote who="Schaefespeare" reply="36" id="3482179"] And for all those who probably were never in the GalCiv1 beta and just have memories of Dread Lords or later, I know that 3-D maps were introduced at some stage in a Beta version although you will not find any trace of it now as only final version builds remain. I will admit that the 3-D version didn't last long, only 1 or 2 iterations of beta but it was implemented in 32-bit technology ten or more years ago. It was only

71 Replies 228,536 Views

What is the current status of the other four major races? Will approval affect all races the same, or will there be some races who are affected by it differently? For example, a high population has a smaller effect on a race, while being in the red has a much higher effect on it, or the race isn't affected by approval at all (neither positively nor negatively), or a low population reduces the approval of a race, while having a high population increases it. Not game-related

35 Replies 46,376 Views

[quote who="trims2u" reply="34" id="3481819"]Ships were NOT one shot per weapon or even one shot per weapon type in GC2.[/quote] True for DL, but this capability was added in DA. Here is a post by Kryo, detailing how combat works in DA and TotA.

48 Replies 96,116 Views

[quote who="parrottmath" reply="5" id="3481627"] It could be my imagination, but I thought they mentioned that the ability to destroy stars was going to be in an expansion. I think it was in one of the early streams.[/quote] I'd need to re-watch the dev streams, but I think I recall something like that. In all likelihood, they were referring to the Terror Star, because I doubt, that the devs will add another mechanic to destroy star systems. [quote who="parrottmath" r

7 Replies 3,911 Views

[quote]I think it is known that we will be able to destroy stars...[/quote] Where did you get that from? Based on what's stated in the databanks and on what the devs said so far, there is a very good chance, that the Terror Stars won't be in the base game. So how are we supposed to destroy stars?

7 Replies 3,911 Views

[quote who="androshalforc" reply="19" id="3481148"]Did it? I think starbases were single shot but i never really payed attention to the individual ships[/quote] Yes, starbases were single-shot, but ships had as many shots as they had weapons. As long as they didn't require all shots to destroy one ship, they could attack multiple enemies (up to the total amount of weapons they had).

48 Replies 96,116 Views

[quote who="trims2u" reply="15" id="3481131"] Fire Control improvement - up the number of shots a ship can take each round. Instead of dividing all the ship's firepower into 1 or 2 shots, able to target only a single opponent each round, each FC modules would add one new target possible, and further divide the firepower. [/quote] Combat in GalCiv 2 already worked that way without requiring an additional ship module. I don't think, that the devs are going to change th

48 Replies 96,116 Views

[quote who="Lucky Jack" reply="5" id="3479521"] Did you really expect the game to be well balanced in an Alpha Cycle?[/quote] Not at all. I just wasn't sure, if I should call this a "balancing issue" or a "bug", because it looks like an obvious mistake to me.

6 Replies 9,047 Views

I took a look through the game-files and noticed, that the bonuses I thought were provided twice, were actually for two different targets. For example, one of the Range-bonuses was for ships, the other for starbases. In other words, this is a case of incorrect/unclear tooltips. I've updated the OP to reflect this. Also, all of the issues are still in v0.31.

6 Replies 2,605 Views

[quote who="charon2112" reply="71" id="3478543"]am I right in thinking there's no tax income or approval in GC3? Or will they be implemented later? (I hope)[/quote] Yes to both. Taxes have been replaced with Wealth. Approval isn't in the game at the moment. However, both Frogboy and Mormegil hinted that it might return. A

84 Replies 652,194 Views

[quote]I just want to know if there is another resource besides the two I know of?[/quote] Promethion, Thulium, and Antimatter. There are also Relics (culture and economic) and the Ascension Gates (for the Ascension-victory). However, none of those resources are active yet, as far as I know.

6 Replies 2,932 Views

[quote who="trumpeter87" reply="80" id="3478305"]I disagree slightly with the idea that the Drengin having weapons to start with is the main problem--I think the real issue is proximity. As parrottmath said, "they can start too close to the enemy."[/quote] Agreed. [quote who="trumpeter87" reply="80" id="3478305"]For example, in GCII, I don't think you could declare war until after you had universal translator researched (somebody correct me if I'm wrong).[/quote]

110 Replies 250,057 Views

[quote who="Zaradoom" reply="2" id="3477956"]I see. But... why?[/quote] Because a lot of the game features are either not implemented and/or finished yet. If the devs start to write the AI now, the'd have to re-write it every time a new feature gets added, or a existing one changes. That would increase the workload immensely.

7 Replies 4,179 Views

[quote who="joeball123" reply="25" id="3477396"]Oh, I don't know about that. You do always use the FTL drive for map movement, but it's fairly clear that movement within a system takes place at far less than the speed of light for all but the fastest of GCII ships,[/quote] That is due to the way hyperdrive works. The more mass in the area, the less space gets folded. Also, I'd argue, that ships in GalCiv do not fly at FTL speed. Sure, they reach their target destin

33 Replies 22,886 Views

[quote who="joeball123" reply="33" id="3476904"]If the starbase fortification line were better incorporated into, say, the military starbase upgrade techs, then it might make sense to spare the research for it.[/quote] That's what I ended up doing in Autumn Twilight: combining the Starbase Fortification and Starbase Defenses techs, reducing the total amount of modules for both, and increasing the power of the defence modules. [quote who="joeball123" reply="33" id="3476904"

110 Replies 250,057 Views

[quote who="joeball123" reply="28" id="3476764"](though I feel that a large part of the problem for space station defense in GCII was that it was in its own separate branch of the tech tree,[/quote] I don't think that was such a bad move. Quite the opposite actually. It was a good distinction: if you want better ships, go that route, if you want stronger starbases, then go that route. The actual problem, in my opinion, was the sheer number of defence modules (28 for most races), a

110 Replies 250,057 Views