abomination5

abomination5

Joined Member # 2549950
1 Posts 66 Replies 688 Reputation

I also think the game needed a bit more time in the oven. I don't have any experience running a game studio, but I do know my own expectations. I couldn't care less about what is missing from GalCiv 2. What is more concerning is the lack of attention to basic gameplay balance. The fact that major balance changes (1.02) are being made just a few weeks after release speaks for itself - and there is still a long way to go. In addition, I think there are is a lack of significant innovatio

63 Replies 245,129 Views

[quote who="node10" reply="5" id="3555665"] It's things like this, and the great many linear stacking bonuses, that make GC3 a non-starter for any kind of MP that isn't just teams; GC3 ceases to be a 4X game with any sense of narrative and instead becomes a 1X (eXploit) game. It's at time like these where I find myself disagreeing with SD's take on the importance of balancing. Yes, exploits will always creep through to release and will require hamme

26 Replies 95,579 Views

[quote who="peregrine23" reply="29" id="3553802"] No game can be everything to everybody. For me, the micro IS the game. My goal isn't really to win, its to run the best empire I can. The ability to take a little extra time to know my colonies are operating exactly as I want them is awesome. I think this game has hit an excellent balance of allowing players who want to optimize to do so, but not making it so critical that you can't succeed without optimizing. I sympathize with th

40 Replies 179,110 Views

[quote who="JorgenCAB" reply="20" id="3553593"] The game would work perfectly fine without the ability to manage sliders for individual planets. The way you build on the planet is enough. I have specialized production, research and wealth generation worlds in my games. I would not be surprised if the majority of casual players never use the focusing wheel for individual worlds anyway. I know that some people can't put rules and limits on themselves to challenge themselves. Th

22 Replies 36,562 Views

Good suggestions. I'll add a few. 1. Colony governors will automagically adjust production so that there is no overflow due to the one building/ship per turn limit. 2. Colony governors can be built like ships/factions and reused game to game 3. Governors can handle conditional behaviors such as 'after x turns after being turned on, switch the production slider to xyz,' 'once 50% tiles on the planet are built, switch the production slider to xyz'&nbs

3 Replies 14,775 Views

[quote who="Stalker0" reply="25" id="3553662"] My issue isn't with detailed controls, its that ultimately the detailed controls don't mean much. The gradual slider doesn't actually have a lot of benefit. The way optimizing works in GalCiv3 its almost always best to go with extremes. Build a science world, go max prod to build your labs, then go max science. You are rarely really adjusting your planets or using the power of the slider, because its just not that u

40 Replies 179,110 Views

In my experience, they do colonize, but not enough. I think the AI has a long way to go in terms of how it colonizes and builds before it can keep up with a human player. None of this should be out of reach, the AI simply needs to specialize planets and utilize adjacencies better. I'm sure Stardock is hard at work on the AI, so I think there's a good chance they will get it sorted out eventually. Looking forward to starting a new game with the 1.01 patch to see how things are com

50 Replies 106,061 Views

[quote who="Arumba" reply="21" id="3553574"] Some players have to play as efficiently as they can, and when they learn of a new way to play they can't NOT play that way anymore. Saying "Just don't do that" doesn't work. [/quote] That's how I am. The more I discuss the games I play with other gamers, the more I find that there are many different approaches to any one game. I respect other playstyles, but obviously my interest lie in discussing what is re

40 Replies 179,110 Views

[quote who="Azunai_" reply="28" id="3552186"] i don't think the "1 item per turn" rule will change, and i'm not convinced that it should. 1 item per turn basically means that it's overkill to stack multiple super structures on the same planet. just put the mfg capital and the death furnace on two other worlds and you can now build your best ships at a 1 per tunr rate on three planaets, rather than haveing one planet that can build them with 20% of its capacity. it's just

52 Replies 67,051 Views

[quote who="node10" reply="211" id="3551430"] Every linear additive stacking bonus needs looking at in this game. Honestly, you should look at how daft Drives get with this sort of abuse: fleets have so many moves they're effective teleporting stacked death around the galaxy at will. The end game in GC3 is pretty silly really; the game just falls apart. One diminishing returns formula to rule them all, One forumla to find them, <e

233 Replies 1,013,251 Views

Good discussion here. I would like to see multiple ships per turn as well. It would considerably reduce the amount of micromanagement required. Right now, the gameplay is simply not built around the massive map sizes that the game offers due to the amount of micromanagement involved. The shipyard sponsor system isn't as helpful as it could be simply because planet's with reasonable production will often need their own shipyard anyway. I hope Stardock plans to address these late game/l

52 Replies 67,051 Views

[quote who="BigBadB" reply="12" id="3550977"] Your ships do use the range advantage - missile ships get to attack their opponents before those opponents can attack back. That's one of the advantages of missiles as a weapon type. What they don't get to do is pound the enemy from afar for the whole fight, as that would make fast missile boats massively OP. [/quote] Still, it makes little sense when your faster missile b

90 Replies 417,005 Views

[quote who="Vidszhite" reply="3" id="3550156"] Farms give you more population, and population gives you more Production (which increases Manufacturing, Research, and Gold all at once), as well as makes the planet harder to conquer. If you're playing on a small map, you'll never reach a point where you NEED economic buildings, because the game is over in 30 minutes, but if you start playing on a Gigantic map or above, the game might last days or weeks, which means you a

8 Replies 107,725 Views

[quote who="Moogle65535" reply="1" id="3550149"] Well the economic buildings only benefit you if you pull the slider toward wealth just like the other 2 options. You have to put some production into wealth to get anything from those buildings. They are a % bonus just like manufacturing and research. [/quote] Yes, I understand that aspect. My point was that I was never forced to put part of my slider into wealth until the end of the game. I was wondering when i

8 Replies 107,725 Views

I made it through my first victory today on a small map. I mostly stuck to building factories, if close to my shipyards, and research buildings otherwise. I built a few markets, but didn't see much benefit. Most of the time, I kept my slider at 50/50 manufacturing/research, so the economic buildings didn't seem to do anything. I started going into the negative at the end of the game, unless I pulled the slider a bit towards the economic side, but the game was in the cleanup phase by t

8 Replies 107,725 Views