If you turn on cheats in steam, then you can open the console in-game by hitting "`" then type /help to get a list of commands.
peregrine23
What I can see looks interesting, but all your image links are broken. EDIT: All good now
It is which one you have researched furthest. Not sure what it does if two are tied.
Interesting. I don't love RNG, and I imagine this would drive crazy that guy who was complaining because he had to save scrum to get good colonization event. Diplomacy is always one of the hardest things to do in strategy games as it really highlights how non-human the AI is. My first instinct is that adding randomness is not the way to make diplomacy feel like you are dealing with a real person, but it would certainly be an interesting thing to play with.
Here are some small UI improvements that I think would make trading more streamlined: 1 ) Indication of which techs (both yours and theirs) are specialization techs 1a ) Separate markers for specializations in which you have already chosen an option, and those in which you haven't 2 ) Indication for any techs that you can't access in your tree (not sure if this is actually possible at this point) 3 ) Indication for any starbas
[quote who="sjaminei" reply="18" id="3593585"] I am a bit worried that the lead designer on this game spends more time watching the AI than playing the game itself during these streams it seems. [/quote] He only does that because it is hard to talk and play at the same time. It does not mean that he doesn't play the game.
Select all the pieces for the hull you want and combine them to make a new part. Then make a new ship of whatever size you want, choose the cube and attach the newly made part to the cube.
It hasn't been fixed because it is not a bug. It is working as intended. Basically, carriers are already very powerful, and if players were allowed to design the fighters they would be too hard to balance.
[quote]1- Give the game AI the option of breaking up into 2, 3 or 4 different governments if they are losing a war. This would be a different 'option' to simply surrendering to another player (which tbh I find a little boring). Not saying the current surrender option should not be on the table but breaking up into a number of independent entities would be a lot more interesting. Some or all could sue for peace seperatly, some or all could continue the fight anyway, some or all c
I haven't played them in sandbox, but scavenging is pretty powerful. It allows you to keep your manufacturing and research focused on developing your infrastructure, and stealing transports and colony ships is especially useful.
[quote who="naselus" reply="18" id="3591601"] So what if we just bring the threes together? We have short-range brawlers determined by weapon range, long-range artillery ships determined by missiles, and mid-ships that should form the line. These can map perfectly onto the relative range of weapons. [/quote] It is an interesting idea, but it seems odd that ship role would take nothing but weapon type into consideration. Defenses, engines, carrier modules, etc. seem like they
This isn't an exact fit for your question, but I find the Yor tree combined with the synthetic trait to be the most powerful thing in the game. The ability to fully load a transport and have max population back on your planet in a turn or two makes invasion a breeze, while you can start to spread your pop too thin with an organic race. Hives are definitely #2 though.
I've seen them used quite often, so I would send in saves so the devs can see the situations in which the AI is not using them.
[quote who="StellioPaultos" reply="50" id="3591372"] One more option can be a drive-disruption effect that slows enemy movement. [/quote] I like this idea because it allows you to essentially create terrain on the map, something that is very tricky in a space game.
With the latest patch, the AI is a lot better then at release and is probably better than in most 4x. The next patch will be largely more AI improvements as well. Influence was fixed long ago and now you won't be flipping planets unless they are surrounded by other planets of yours or you are actively perusing influence. The biggest hole in the game is planetary invasion. Right now it is very bare-bones. It is unclear when a more robust system will be coming in to the game
[quote who="00zim00" reply="7" id="3591214"] does it give some sort of dramatic notification countdown the turns leading upto victory to at least get you hyped for the win or is does it just randomly out of the blue go, 'You Win!"? [/quote] Unless you are tracking it on victory conditions, there are no warnings. It would be nice if it let you know when you hit the threshold and enter the "hold it for 10 turns" phase. It would also be nice if any Civ with whom you don'
[quote who="corgatag" reply="4" id="3591207"] If all the planets are colonized, and you start conquering the galaxy, you will win an influence victory before the last opponent falls. [/quote] Not sure if this is still the case, but it used to be that you couldn't win the influence victory if you were at war. That way if you are actively conquering the galaxy you shouldn't be interrupted by the influence victory.
Right now, the best case scenario for tourism is a building on a bonus tile with adjacency bonuses in a civ with a high Tourism:# of planets. Even then I think the value is questionable. I'm not sure, but I think when tourism was re balanced so it wasn't the only economy you needed, tourism buildings did not receive the bonuses needed to make them stay relevant
It also will only use your ships if it sees them as better than its own. Not sure how it decides that, but I see it using my sensor ships all the time.
[quote]25% of players have multiple monitors [/quote] This is higher than I expected. It suggests to me a high % of hardcore players, but maybe multiple monitors are more common than I realize.
Considering what you are asking for is bsically what FE:LH uses, I am guessing they made a conscious decision not to go the same rout for GCIII. I personally would like to see some more ways to boost organic growth rates, but I'm not sure that the connection between excess food and growth is a great mechanic for this game.
I think you are asking what to use if you want shields, armor or point defense specifically. If so, it's pretty straightforward: PointDefense Armor Shields
[quote who="hardcore_gamer" reply="3" id="3591070"] Who cares about story campaigns? Nobody plays them anyway. People just play sandbox. [/quote] One of the complaints against GCII was that is was too sterile. There is tons of Gal Civ lore, but it just doesn't come across in the gameplay. These campaigns give Stardock an opportunites to make races more than just a collection of bonuses and minuses and a few unique buildings. Yeah, 99% of the time I will play sandbox. I p
[quote who="Taslios" reply="3" id="3590770"] I do know that it does increase miss chance... but how much? [/quote] They don't. It is clear if you look at the XML that all they do is increase in-combat speed and acceleration.
[quote who="TheHordesman" reply="9" id="3589025"] The safest way is to build at the edge of your territory, and not let their range cover an opponent's planet. I do this all the time and they ignore it. [/quote] Thanks for this, you are right, you can pressure borders this way with little or no diplomatic consequence.