[quote who="Island Dog" reply="4" id="3517022"] Right now we don't have a public date to give on the next step for OTC. With that being said, just stay tuned for further news. [e digicons]:)[/e] [/quote] Sorry, too impatient...
Seilore
Thanks for the update :)
[quote who="Space Voyager" reply="18" id="3516975"] Combat Viewer is pause-only Oh well, I'm going to pass on this game I guess. [/quote] It was never going to be any different?
[quote who="Gilmoy" reply="12" id="3516676"] You can't issue orders to change any ship's behavior, nor affect the outcome. Instead, after that battle is over, you adjust the composition of your fleets. That's Stardock's vision for GC3, and always has been. [/quote] Correct, I'm fine with it being over simplified, the only thing I would change if I could would be, to be able to select ship/ships being fired upon or which order ships to focus yo
[quote who="a0152570" reply="7" id="3516614"] What was the short version of what they said about it? (I did go back and play that dev stream but somehow i missed the answer) [/quote] They hmmmmed and haaaaaaaaad about it and said it would be an interesting idea. One of them loved the idea the other was thinking of how it could be applied to the code to get it to work correctly. All in all it seemed like they agreed it may be a good addition but with some extra wo
[quote who="Natasin" reply="3" id="3516590"] Just wanted to ask if were will have closed borders as a default setting or will it be a technology we can research. Is closed borders even possible. I've never liked the AI wandering into my territory. It should work like Civ 4-5 [/quote] They did talk about this in the last dev stream from January 9
Questions left over from last week.. :) Multiplayer Some questions in this post Multiplayer Insight Have you ever thought about having a multi-player dev stream over the course of several weeks with different non-stardock playe
[quote who="admiralWillyWilber" reply="3" id="3516455"] Well I'm not a dev, but I think I can safely say no on this unless they took my idea, and made a game that will scan your hardware, and software, and adjust for this. I know that this will not be the oxide engine. I know that they've been working on this game since 2011, so this has been based on thevtechnology of 2011. I know all the expansions on a specific game to date have been always based on the same engine.
[quote who="hedetet" reply="15" id="3516366"] 'm not sure what this thread is about... [/quote] Showing the differences in writing code for Galactic Civilizations II versus Galactic Civilizations III. Mind you this is all well above my head and I have no clue would love to be able to get into it but, life get's in the way. :) As quoting above, time for some candy now :P
[quote who="rhys2k" reply="10" id="3516279"] I know this is off topic but relevant to the previous post, Streets of SimCity did tie in to Simcity 2000 and so where you build the city in SimCity and then you could Drive around and blow stuff up in Streets also simcoptor tied into simcity 2000 as well, Another game that i know of was Silent Hunter 2 and Destroyer Command where you could play multiplayer and the destroyers would be hunting the u-boats so its been done before and would be ni
[quote who="Larsenex" reply="8" id="3516268"] I thought Brad was going to do a 4x game integrated with Roberts Space Industries? We actually have to fight in ships we fly for each planet we conquer and then transfer our precious selves to Transports for some ground action? Where is that combo game? [/quote] Hmmm.... haven't heard about it, I wish there were more combo games out there. Something I wish EA would have done (because of copyrig
[quote who="LefteyeFalconeer" reply="12" id="3516261"] About the lenght of the game, allow me to disagree with you when you say that short games tend to burn out people quick. Maybe that's true for a certain audience, but the immense planetary success of games like Starcraft, or League of Legends and DOTA, seem to prove that 30-45 minutes a game is exactly what the majority of Earth population wants in 2015. [/quote] That's just it, many people want it both ways, so
[quote who="LefteyeFalconeer" reply="9" id="3516190"] The real cool and clever thing about Offworld Trading Company is that resources basically have three uses: first one is that they are used to build stuff so expand your colony, second one is to produce other resources, and third one is to make money. You could say they are the same thing, which again, is the very clever aspect of OTC. So, it's up to you to decide what resources to aim for, and how and when to use them for which of
[quote who="satoru1" reply="3" id="3516167"] Super Secret Beta 4 Release Notes! Our previous announcements of corporate 'partnerships' in GalCiv3 were met with overwhelmingly positive support (or so we are told via emails being read aloud from our indentured servants) So we're excited to announce a ton more exciting features for GalCiv3 in Beta 4! No more Combat Viewer! It's been totally 'revamped', 'synergized', 
[quote who="XeronX" reply="6" id="3516142"] Will admit, this sounds very interesting. [/quote] That's why I went out and purchased the Founders Edition. :) Support the game. However, if you want access now you have to purchase the Founders Elite Edition.
Wow you guys are awesome thanks :) can't wait.
[quote who="DeftMunky" reply="1" id="3516028"] Here are the rules that Soren posted for the game. They may be a little bit out of date, but the gist of it is there. [/quote] Thank you, don't have time to read it all through now but thanks :)
[quote]1: If I am not at war with a race, and wish to open a trade route and I do not own a star base which would extend my range to open a trade route, but there is a star base owned by that race which could extend my range, then that star base should extend my range so that I can trade with that race. The star base each race uses to help the trade route could help determine what profits each race makes from the trade route. For example, if the Drengin have 3 bases an
Don't we all :P
[quote who="Island Dog" reply="1" id="3515948"] There's several items there to view. It shouldn't be blank. [/quote] Island Dog thanks, I checked again and this time it did load just fine, looks great can't wait until I get a chance to play the game. :)
[quote who="eneskadi" reply="5" id="3515907"] if you need 20$ coupon code let me know [e digicons]:thumbsup:[/e] Cross fingers for early access... [/quote] Nah, I already purchased the Founders Edition, so I'll just have to wait. Thanks for the offer though.
[quote who="eneskadi" reply="2" id="3515888"] i recomend İf you find a buddy who wants this game upgrade your order. Because you pay same price for 2 keys and enjoy your prototype now! Dont forget to add me to your friend list [/quote] Yeah that was the only real reason I could see other than getting access to the prototype to spend the extra $45 to get the Elite Founders Edition. Unfortunately most of the people I game with I meet online theref
I've thought of that possibility, however this may be simply fixed by letting a player see what percent they have. Or by displaying percents to the tenth of a percent. I've seen similar issues in a multiplayer game too which has maximum of 4 players (AI or Human) right now so there could be a maximum 1.2% varriant.
Will you be adding the dampening effect in their ZOA as in Galactic Civilizations II?
[quote who="Soronarr" reply="11" id="3515764"] Are you even bothering to read? Research itself is dull (everything boils down to Gun, gun+1, gun+2, smaller gun1, smaller gun2, smaller gun3, damage+1, damage+2, damage+3) It's so formulaic and..."sterile" for the lack of a better word. Very spreadsheeat-y. Things you research lack any character or depth Combat is boring as hell. Ship design might as well be pointless - and the research makes ships obsolete a