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Xydonus
@Gilmoy Galciv3 isn't trying to be a real simulator of anything, much less black holes, so a lot of what your saying doesn't apply to a game like this. Same reason why there's wormholes yet there is absolutely no evidence to suggest that wormholes even exist. Anyhow, my suggestion for black holes is fluctuating bonuses/deficits for any planet/starbase near a black hole. I literally can't see how sucking ships will work in a turn based game, as Pa
@Drakkos137 Never mentioned anything about going into negative bonuses, and that's not something I would want either. What I'm suggesting is bonuses that are always in the positive (not negative) but different and varied.
So I've been thinking... Know those bonuses that planets give? 50% extra food growth on a bread basket planet, 25% to the defense of a planet, etc etc... Why not have them varied? What I mean is; A bread basket planet could give you anywhere from 30-50%. It's other bonus would essentially be the same, so if it was 25% it would be anywhere between 15 to 25. Why? Because this plays into the idea that players will want to fight over certain planets.
There has been a fair amount of discussion going on about simultaneous turns in Multiplayer, and whether or not they'll be added. Are there any plans to actually add simultaneous turns in Multiplayer? Because it would make larger games all but impossibly in terms of endurance.
Playing multiplayer: 2 players/Huge map/Terran/Altarians as players, other two races are Drengin and Iridium, AI control. Game has been suffering the odd crash now again, usually every 40-60 turns, not consistently. Was always able to reload from an autosave without any problems. Now however, can't progress onto turn 204. Either I'll crash or my mate will crash, and I'll crash shortly after. This is consistent and happens every time. I've tried reloading from a
Simultaneous turns (similar to the alternative Civ 4/5 turn system) is certainly needed for multiplayer games, especially larger games between players. I expect this to come in much later though, but I would like to hear it to be confirmed, becuase truth be told, it is essential for larger multiplayer games which I take part in with my mates. I don't have a problem with the other points the OP made, but I do have an issue about the rock/paper/scissors system. Did it work for Galci
So this is something that's been bugging me for awhile, I'll keep it short because it's relatively simple: If I'm playing a multiplayer game with a mate (which I am) I should have the option to be able to design a ship offline using a 'save' file from your game. What I mean is: rather than players in a multiplayer game having to wait to design a ship, because in our game we find that any sort of detailed ship designing is put out of the window be
<img src="http://i67.photobucket.com/albums/h297/Dpsav/2
[quote who="Stant123" reply="251" id="3463955"] Quoting ElanaAhova, reply 246So perma death still can happen? Ejecting may cost you one as well if no one rescues you. [/quote] There is no rescue mechanic, which Chris Roberts has more or less stated in 10 Questions video. Instead, if your floating about in space, you just press escape and you respawn to your last friendly docked position.
[quote who="chepelink" reply="18" id="3456902"] The wheel is similar to the RGB wheel in some programs and, in those programs, they add the option to write in some text boxes the numbers of the RGB code. So, a way to ease those people who want to put a specific number you could always write 60, 20, 20 and the wheel is updated automatically without having to spend "hours" moving the wheel. [/quote] Was about to suggest this till I saw your post. I reckon that
I like the mixing up of different ideologies and its a really neat mechanic. However I'm mainly concerned if its developer intent that you are 'forced' to spend points in a specific tree. You may be a malevolent warlord and suddenly get a random event/anomaly that gives you benevolence points and you end up being forced to unlock it.
So I was browsing the steam forums and came across this - http://steamcommunity.com/app/226860/discussions/1/558751813407107355/ - At the very bottom, a developer had stated "1. Map sizes that easily support 100+ players (computer players, we plan to strictly limit the # of human players to 4)." My concern is the limitation of 4 human players, or is this just for the big big big
So this is something I noticed during my first play through of the game. Basically your forced to spend your ideology points before being able to end your turn. I figured this was odd since you can get points towards specific ideology's via anomaly's and end up being forced to go down a specific path that you don't want to put points into. I'm putting this down as a placeholder mechanic that isn't fleshed out yet, but figured I'd air on caution just encase this
I've never been too bothered about the cartoon aspect of Galciv2. The funny looking news robot or the evil squirrels, the lighthearted humor in Galciv 2 wasn't really all that funny to be fair; nor did the game at any point try to take itself serious. However a mate of mine earlier today brought up the subject of Galciv3 with the hope that it would be more mature, that it would at least try this time to take itself seriously. And from something that I was never really bothered
GalCiv 2 had preset builds as well, and you could always upgrade them if I remember right. Personally I loved ship building, never found it tedious at all. I'm hoping for a offline/in-game menu editor so that you can build designs for multiplayer without the need of forcing someone to wait while you design your ship.
[quote who="jim_viebke" reply="1" id="3404817"] Interesting thoughts; can you elaborate on Star Drive mechanics for a non-SD player? I assume more tactical space battles would be part and parcel of what you're suggesting?[/quote] Essentially, yes. The beauty of SD's system is that you can be tactical with your ship designs and if your not looking for that extra tactical depth in space battles, as in micro-managing it all, you c
No doubt this will be another area that will undergo some change. I'm hoping that they retain the cosmetic freedom of the design system, but implement a more deeper design system for ships. GalCiv 2 ship design is just cosmetic freedom, nothing more. It doesn't matter where you put your engines, your weapons or any of your modules on your ship, none of that matters. I would really love to see a sort of Star Drive ship design mechanic, or something similar in that regar
The combat system needs to change from GalCiv 2, lets face it; the paper/rock/scissors mechanic is outdated and just not enjoyable. Tactical combat will simply add another layer of strategy to GalCiv 3 that is badly needed.
MULTIPLAYER MULTIPLAYER MULTIPLAYER!!!!!