I support this idea!
peregrine23
[quote]1 - I don't understand exactly the difference between the arrow and the 4-way thingy on planets. It seems like the arrow affects only what you build on the spot and the 4-way affects all adjacent? Does that include the spot too? Anyone have any details on this? [/quote] I didn't get this until I watched the Let's Play game that Pa
[quote who="androshalforc" reply="4" id="3491168"] my bad I posted the reply without looking who was posting had I looked I would have realized it was more serious then silly [/quote] Sounds like I need to make some silly posts.
Two threads on the same topic on the same day? Come on DARCA.
[quote who="DARCA1213" reply="15" id="3491039"] Under NO circumstance should tech strategy be LIMITED in a strategy game. [/quote] This is an absurd argument. Tech strategy is ALWAYS limited in strategy game. It's limited by the way the tree is set up. Many games limit tech strategy with a web of interlocking pre-requisites, others with escalating costs and simple straight-line progression, but you are always constrained by the tree in one way or another. This issue is n
Right now there aren't approval penalties for total population, just how close your population is to the cap. Because of this, farms are in no way adverse to your approval, and even help as they lower population pressure. I have found I rarely need more than 2 approval buildings to keep a planet at 100%, so specialization in research and manufacturing is still very viable. You can also build approval modules on starbases and you don't have to use the tiles on your planet.
There isn't a single miniaturization tech line anymore. Instead, each part can be miniaturized through its specializations. Additionally, there is + capacity on the hulls tech line, which is essentially miniaturization, just in reverse.
I think this is really a cross that bridge when we come to it issue. I have a feeling that there will not be any offensive, and very few silly star names after the Stardock guys go through them. It does kind of cheapen the reward of getting to name a star if there is an option to just turn off all the custom names. I'm also sure someone will create a serious star-names mod that will weed out any that they find too out of character.
[quote]Do Not Like Tiles. I much prefer the text list of upgrades from the original Gal Civ, and feel it is beyond ridiculous that an advanced space-faring race can't find enough space on their respective ball of rock to build all the necessary toys. This portion of the game can be removed entirely. [/quote] I strongly disagree here. The tile system is important for the feel of different planet qualities. Also, the adjacency bonus is probably my favorite upg
Foundation is my all time favorite sci-fi series!
Yeah the descriptions of the top-tier terraforming techs do not match what they actually do. The description of Ultra-Terraformer fits the functionality of Biospheres The description of Biospheres fits the functionality of Biosphere manipulator The description of Biosphere manipulator fits the functionality of Ultra-Terraformer I'm not sure if the descriptions are wrong or the functionality is, though it would make more sense if Alterians got to terraform m
[quote who="androshalforc" reply="1" id="3490595"] The problem here is that the current combat is a placeholder and is going to be completely overhauled when combat gets added in in beta 3 [/quote] Yeah. I didn't mean this as a criticism of the combat, I know it'll get completely replaced. I'm just trying to understand what is happening in the current combat system while we have it, which may be until beta 3.
Very cool, even, or maybe especially, in a smallish galaxy 100 factions is an exciting prospect. I also like the that you made the Weeping Angels the most powerful. DON'T BLINK!
I've been trying to figure out combat and this is what I've seen so far. Please feel free to add anything you have seen, or let me know if you have seen anything contradictory to what I have deduced. What I think I know: 1. Defenses currently do nothing. 2. Combat goes in rounds with every surviving ship firing simultaneously each round. 3. Each ship can only target one other ship per round, and any overkill is wast
It's a cool idea, but because ideology is no longer on a spectrum it may be impractical. Unlike Mass Effect or KoTOR where your character is somewhere on a range from good to evil and their appearance changes accordingly, in GC3 the ideologies are not mutually exclusive. You can be half-way up the benevolent tree and half-way up the malevolent tree with pragmatism unlocked as well. I think it would look really cool, but it doesn't really fit with GC3's concept of ideology.
[quote] it should be possible to stop improvements from auto-upgrading [/quote] It is, but you have to do it planet-by-planet. The option is on the govern planet screen. [quote]I could be looking in the wrong places but Economic Starbases don't seem to affect either Research or Production outputs, only Wealth. [/quote] You must not have researched techs that grant the modules yet because they are in the game. Also, base economy starbase gives
I was having a lot of trouble predicting the outcomes of combat until I realized that if I ignored the defense on both sides things started making sense: Here is the ship I am attacking (The ship is effected by the bug where after you kill the first ship in a stack others stay invisible): Here is my fleet: the ships are identical, so each has 22 energy weapons, 18 armor, and a
I like this idea. Another similar option might be to reduce upkeep for ships stationed at planets, shipyards, or starbases.
[quote who="DARCA1213" reply="44" id="3490274"] Someone please update the list. [/quote] Looks up-to-date to me.
I haven't played multiplayer, so I'm not sure how everything works; but in single player, ships you design in one game show up in another. If this is true if multiplayer as well, you can design your ships in a single-player game between sessions and they should show up in your game.
Cancel need to be changed to "cancel ship" and have a confirm box pop up! GRRRRRRRRRRRR
I also find myself really liking tight clusters. It tends to give each civ a home area and it actually takes some effort to reach out and attack someone.
Paul mentioned in his YouTube playthrough that the Krynn ship parts are done. Why not post a few of those? Or the ships once you have them? Throw us a bone!
I experimented with this a little and it happens if I select a ship I designed and use the "Use Design" button, then save the new ship as a ship. If I do a new design it doesn't happen, even working from one of the pre-fab hulls, and it doesn't happen if I save as a template.
[quote who="Raynman" reply="2" id="3490188"] This is working according to design, it is to make the tech trees feel different from each other. Please keep in mind that this is in early development and changes may occur. [e digicons]:)[/e] [/quote] I don't think you understand the issue I am raising: those two images are from the same game in the same version. After I had reached age of war, the line moved from where it had been previously in the game.