Seilore

Seilore

Joined Member # 2606837
196 Posts 1,820 Replies 2,553 Reputation

[quote]Spacing of stars in star generation needs to be changed (hurts AI, makes game less interesting) [/quote] This is a concern of mine as in, smaller maps (huge or below) I agree on max settings there is a star every x tiles throughout the whole map, less gaps for the black holes. With that being said on Insane maps (Gigantic and above) the stars start to space way apart with only a cluster here or there causing the experience to vary drastically. My main con

49 Replies 295,563 Views

[quote who="ForesterSOF" reply="2" id="3659116"] I do not know if it is possible but I would like multiple maps linked by a wormhole. This way one goes after the solar system then multiple SS then galaxy then multiple maps. This would mean a Universe map linking to each map the game creates. Due to the size only one map could be open at a time. [/quote] I always thought it would be cool to play a game of 1 vs 1 vs 1 vs 1 on a small map, then the winner takes on th

3 Replies 25,157 Views

Additional options.... Upgrade all modules for Star Bases as they become available (not just auto if already added.) I hate having to go through 100 star bases just to add a new module that is a new type. Also could just have a default Economic/Military/Mining base template one could select to have all of this type of star base follow if chosen to do so. Remember slider options - manufacturing - research - economic (especially i

3 Replies 5,858 Views

Bump... No others have any input on this? or, would suggest different options? I think there is so much more that could be done in the Galactic Civilizations Universe :)

3 Replies 25,157 Views

[quote who="Frogboy" reply="19" id="3658968"] My pleasure. The really short explanation is: A lot of this is more of an art form than a science and unfortunately, there is no substitute for experience. What bugs me, as a gamer, may be completely different than what bugs someone else. For instance, I've spent 3 hours today trying to make that twirling galaxy animation go smoothly when loading up a game. Because of the way it's implement

24 Replies 189,142 Views

I have a new game/dlc expansion idea, which I think is somewhat unique but, would work in the Galactic Civilizations III Universe . Game The game would be based in the Galactic Civilizations III Universe but, focusing in on the trading/bazaar aspect of the game. You would start the game as a <

3 Replies 25,157 Views

[quote who="Frogboy" reply="15" id="3658887"] Lol. Of course the game's been optimized over the past 18 months. But we all have different thresholds of what represents "good enough". Go play some Civilization VI and come back and tell me about long turn times and long load times. They had a massive budget and the game has immensely long turn and load times with a fraction of the data we have to deal with. The reality is, slow turn times,

24 Replies 189,142 Views

[quote who="Frogboy" reply="1" id="3658890"] Soon the AI will be asking for money when the game isn't even running. [/quote] In that case Star Control please :) lol

5 Replies 11,958 Views

[quote who="hedetet" reply="2" id="3658744"] Don't you have engineers in your company that can handle performance improvement? Or is that a "CEO's privilege"? [/quote] This was my thought exactly, why hasn't this game been optimized prior to 18 months after release? Either way, I'm happy Brad's back and can't wait for the changes he proposes. Can't wait to see the differences.

24 Replies 189,142 Views

Brad's AI improvements should help keep the AI pacing w/ the player. As of right now the AI has an early advantage and then looses steam as the game goes on, so if the player can get past the early AI advantage it's just mop up after that. With Brad's AI improvements it should allow the AI to keep pace with the player and keep the mop up phase from being so lop sided. Hopefully.

7 Replies 34,575 Views

[quote who="Syrkres" reply="17" id="3658295"] One thing I think it may be is my Faction images. All my faction images Background/Foreground are 1920x1080 and in range of memory 1.6-2.0M each. So I can since I use mostly my own factions I've created, that they could be causing me a problem. I've thought about trying to test this out, with low res images, but that seems to much like work (since I program for a living) I shouldn't be doing other peoples testing... [/quote]<

26 Replies 97,796 Views

[quote who="Syrkres" reply="13" id="3658281"] And 4 turns later(turn 192) it's at 32+G and quit game as it was too slow... [/quote] To me seems like a memory leak somewhere as I've never had mine jump more than 13 gb... maybe something w/ your system IDK I'd recommend creating a ticket.

26 Replies 97,796 Views

[quote who="Publius of NV" reply="4" id="3658175"] Which brings me to my question for those of you who have played more than one game on insane: Do you have research speed set to normal, slow, or what? Are there other starting settings that you can recommend for insane maps? [/quote] I normally play on tech rate very slow, however, with that few of factions even a very slow tech rate at an abundant planet setting will get you researching crazy quick. Othe

26 Replies 97,796 Views

[quote who="General Pants" reply="6" id="3658143"] You can play this game with smaller maps, faster tech, and fewer factions? I had no idea... I only play the Big Game. Funny thing is, I'm pretty sure I'm a worse player relatively, because I have played fewer actual games than most players with the same number of hours... [/quote] I don't know I'm right there with you ;)

8 Replies 37,551 Views

[quote who="Empress_Fujiko" reply="42" id="3658119"] Apparently the GalCiv3 team has basically no compentence in usability engineering - and to be honest, I have given up hope on that part. [/quote] Let's try to keep these posts positive, I know many of us are frustrated at different things in the game but, there can be a more constructive way to get this point across :)

57 Replies 322,447 Views

[quote who="General Pants" reply="1" id="3658110"] I would like to see the return of the old miner modules. Miner ships were able to be automated, and I liked that mines didn't cost money (except for maintenance). I also liked having one more 'civilian' ship. However, I do understand that the current system is much more efficient in that you don't have to do AI for asteroid miners, and players don't have 3-10 extra ships to fuss over. I would prefer a retur

8 Replies 37,551 Views

[quote who="TheFunMachine" reply="2" id="3658080"] I like strategy, empire management and icons too. But I also like watching big space battles and admiring my ships I want to eat all the cake. [/quote] I can respect this view of the game, however, tweaking graphical battles and things of the sort for pure cosmetic viewing to me is a waste of resources and mainly because of the following. Back in the beta/alpha process several months were spent on the combat v

6 Replies 27,581 Views

[quote who="Frogboy" reply="32" id="3657911"] Then you are the person I need. I need you to send me your saved game. I will use that as the basis for my AI and optimization work. Someone did this with Sorcerer King recently and I was able to cut the late game turn times from over 40 seconds down to 6 seconds for him and everyone else in that situation. In fact, anyone who has a saved game late game that has dumb AI or slow turn performance, send it

57 Replies 322,447 Views

[quote who="18Zulukiller" reply="29" id="3657882"] As far as I'm concerned GalcivIII has been a complete waste of money. From the Alpha to the present day i have not been able to complete a single bloody play through. Late game the same thing happens turns get longer & longer & longer until the point the game keeps crashing and becomes unplayable. I've even took a year of in the hope that the Galciv team might iron out the bugs in this shit show of a game. It's just s

57 Replies 322,447 Views

[quote]GalCiv 1.85: Large Empire UI update, Small Empire Bonus (Fall) GalCiv 1.9: Brad's Late-game AI overhaul, Bazaar base added into the core game (Fall) GalCiv 2.0: The Crusade BEGINS! [/quote] Can't wait for additional information, concerned a little about the Bazaar being added to the core game being this was a big feature in the Mercenaries expansion but, I'm sure they have a plan

121 Replies 732,071 Views

[quote who="Frogboy" reply="102" id="3657819"] Updated. I officially start full time on GalCiv III on November 28. I better not hear any whining about the AI getting "too hard". You'll have to turn down your settings, I ain't going to wimp it out because people used to beat it at higher levels. [/quote] No whining here...

121 Replies 732,071 Views

[quote who="erischild" reply="19" id="3657753"] As someone who ponied up the full $100 for my shiny Founders badge, I am not sure how much I buy into this philosophy. There are several items that are not as expected on release and are not something I expect to be made up for in DLC costs. These include the Invasion Viewer and Steam Workshop support. [/quote] This was promised pre-release in alpha... But, then didn't make the release because the battle

57 Replies 322,447 Views