I would love to see your pics & factions on the Steam Workshop!
Casorian Emperor
Brad, wishing you a belated Happy Birthday--I hope you had a great day! Love GC3, thanks a million for all your efforts to date and to come--deeply appreciate it!
I think the new 1.02 went too far in decreasing the number of stars and planets. I have started many games on gigantic with stars, planets, and habitable planets set on abundant, and after 6 more starts on 1.02 it seems there are maybe half as many stars as before. Why so conservative for "abundant"? Any chance this could get another pass and put the abundant back in abundant without messing up rare and uncommon for those who like a lot less?
Habitable planet creation balanced for larger maps Well, I know some guys like Larsenex wanted fewer planets on the big maps, but I think you may have gone too far. I like to play on abundant stars, planets, habitable planets, on gigantic mostly recently, and with 1.02 there seems to be fewer than half as many stars as before. I tried starting on my usual loose clusters, but far too few stars for a good game. Tight clusters was wor
sweet!
cheers! (deleting duplicate response)
Sounds like this patch will fix several of my issues and much more. I love the diplomacy stuff where the leaders video will be different based on relations, and the diplomacy screen planets will too. And thanks for getting that UP scroll bar to slide properly. Glad to hear that Open Borders will remove the Shared Borders penalty--great idea.
PS, even with pirates set to rare, I still get a bunch later on as I take over the many Minors--their fleets go pirate, as do their shipyards.
I too like to do some empire building in the early game and find the pirates a bother, so my new games recently all have the pirates set to RARE. That helps a lot.
I have the same problem. And playing a custom Terran faction with Knowledgable, I can see the start locations of all of the other factions--and they are the exact same each time--unless I do a total restart. I really hope Stardock fixes this BEFORE the game is released May 14!
I avoid maps smaller than medium and usually go loose clusters and loads of planets to avoid the problem of only finding a few habitable worlds before the first rush is over. I love playing a custom Terran race with Knowledgeable as then I can see how close the other majors are to me at the start. If I do not have some room to expand, then I start a new game. I often send out cheap colony ships with only 1 billion pop so I can generate more colony ships in the early rush. To me it is more imp
I just created a new custom faction in 6.1 and started a game and got 5,000 credits at start. So the 3,000 problem seems to be limited to custom races built before Beta 6 . I wonder if the 25 custom races I made in Beta 5 are all getting only 3,000 credits when the AI plays them? And are the standard races all getting 5,000 at start? Does that mean I have to rebuild all 25 custom factions to get everyone to start with the new 5,000 (excepting wealthy, etc.)? Probably t
Hmmm, I am getting 5000 since 6.0. Are you playing a faction (race) that gets some kind of money penalty? (I'm not sure if there is such a penalty) Thanks Franco, your tip led to some experimenting and there is a difference between standard factions and custom factions. When I play a standard faction I get 5,000 credits at start. When I play a custom faction (without wealthy, etc that might change things), I get 3,000 credits at star
Thanks Brad, I love these intros you have been doing to help new folks get into the game. One bit I think someone should point out: you keep saying we get 5,000 credits at start, but all I get is 3,000 credits, even in Beta 6.1 opt-in. I would love to have 5,000 credits. Can we get that in the game that we get to play?
When an attack occurs, the ship rolls its weapon attack rating and the defender rolls its defense rating. If the defense rating in the right class is > than the attack rating, no damage occurs. Of course, if you have the wrong defense, the attack just goes right on through and takes points off your hitpoints. Question: OK , but what happens when the defense rating is in the right class, but the rating is NOT > than the attack rating?
Duncan, I think after all slots are full, it wants you to que up one of the continuing projects on Research, Wealth/Econ, etc. Then when you get a new tech that opens a new improvement upgrade, those will line up ahead of the project.
As I have been looking at the Tech Tree in B5.3, I still see a lot of techs that are "disabled in Beta." So I am wondering if in Beta 6 these will be gone or enabled? And did the Victory Condition of winning a UP vote for Supreme Galactic Leader (or something like that) ever get in? (Lazy of me, but I have to go soon.) It was not in B5.2 as I recall, but I am not sure I have checked yet in B5.3. If it is not in yet, will that Vic Con still make it into the base game? &
Hate the mutually exclusive specializations!
The scroll bar still does not slide on the UP screen as of B5.3. So you can only see about 7 civs or so. Frustrating for those of us playing with extra custom factions and minors, none of which show. I would like to be able to see what percentage of UP votes each of them has before a UP meeting. Can this bug get fixed in Beta 6? Thanks!
In my B5.3 game I resorted to buying up a minor's constructors as they were built to prevent the problems outlined above (minor's bases prevent my econ and mining starbases in my ZOC). Usually I could trade a tech or two for the minor's constructor, so this did not cost a lot of gold. Then I used those constructors to build econ and mining starbases for me in positions of my choosing. It may be a long time before those bases get boosted, but at least it kept the minor at bay. 
I have not yet tried 5.3, but earlier patches do not let you scroll through the list. I had 44 major and minor races and could only see the first group, just like your situation. Since they finally fixed the scroll bar in 5.3 on the New Game Choose Your Opponents screen, I am hopeful they will soon fix the scrolling on UP voting too. Thanks TheBirthdayParty for bringing this up.
I hope the collapsing specializations will be an option. If not, I really do hope they will allow us to trade for the other techs with the AI players. Sometimes it is no big deal, but in some cases I definitely want a second "specialization," especially with extreme worlds. Regarding which choices are better, I see that some can be gained through acquiring planetary resources, where as others (accuracy) seem to be harder to find a substitute for. I was hoping GC3 would h
Questions for Paul on the livestream today: 1. What are the latest dates for release of Beta 6 (Brad said there would be one) and 1.0? 2. Will Pirates and the UP Victory be in Beta 6? 3. Can you tell us how the UP Victory will work? 4. Will we finally be able to rename Stars (and thereby their planets) that are not homeworld systems in Beta 6? Some of the names totally break the immersion and make me feel like I am playing a game for juveniles. 5. Any c
I hope the devs swing back the other way and let Armor offer some minor protection against beams and missiles. Early on, when ships are small, it is nice to at least have some ships with armor that can have a chance to stand up to a variety of other small ships. I tend to expand very rapidly and spread my colonists far and wide, so it is hard to know who might attack me first and thereby build ships appropriate to their favorite weapons. While I might specialize my defenses later on, or even
With the new Beta 5.2 now available as opt-in, I am wondering about what the current situation is with weapons and defenses. How do missiles, beams, and mass drivers compare to each other? (In B5.1 it seemed my survey ships were firing their mass drivers twice as often as their missiles and beams. Is this correct?) How do the three defenses work against the three weapons? Sure beams are good against shields, but do armor or point defense help protect against beams at all? Same