As others have said, yes please keep armor providing some minimal defense against missiles and beams also. It just feels right.
aerez4546
Yep I understand your frustration. I am a long time GalCiv series player, and some of the ideology stuff they have in right now annoys me a lot also. While the Pragmatic ideology trait that prevents anybody from declaring war on you for 100 turns is not a "game-breaker" to me, I most certainly understand how it could be an infuriating game-breaker to others. I have posted in other threads about how I think it is rediculous to have something that absolutely prevents anybody f
Oh ya I get what you mean comparing shields to like Star Wars and other shows. The impression I got from the shield descriptions in the GalCiv tech trees is that their shields are more "realistic" versions of shields. They are basically just enhanced energy dissipating/redirecting fields. Kind of like how Earth's magnetic field protects us from solar radiation, but doesn't really do anything to stop big rocks from hitting us; shields in GalCiv just effect energy wave
Actually as was shown in the last dev stream, armor does indeed provide some protection against both missile and beam weapons also. Not as much as shields or ecm, but some. I'm not sure I agree that shields should stop bullets, but hey it is all fantasy anyways (atm :P ) so I could see where you might think shields should provide some protection against bullets. But continue to give feedback, I also think the combat mechanics need some improvement from where we are in
Just some things I would like to see in beta 5, or before release. 1) Better space combat mechanics. The new roles of ships like escort, support, etc is pretty cool and I hope it works well. Also the different weapon ranges and rates of fire is cool, and I hope a good balance is found with that. One thing that really bugs me however is the current mechanics of weapon damage vs defenses. Weapons always hit for max damage, and defenses are really n
No dev stream for about 2 weeks, no patches in over 3 weeks, the forums have been pretty quiet for a while, Friday the 13th is coming up... The calm before the storm...
Ummm, ForesterSOF.... what was that???
Yeah I have had a ship design just completely disappear also, right after the shipyard built the first one of that design. As far as the obsolete and delete goes: Obsolete lets you remove a game designed ship from the lists, for the remainder of your current game (although this is bugged at the moment). It will be back when you research the techs needed in your future games. Delete lets you permanently remove one of your own designs you don't want
Ya all of the diplomacy AI is super duper stupid at the moment, and the devs know about it. The only diplomacy options that are actually kind of working right now is trading techs. Otherwise you can really just basically roll all over the computer opponents pretty easy in many different ways right now, if you want to abuse the crap out of stuff that is broken :P
[quote who="Lucky Jack" reply="8" id="3529026"] Every time I see this I run SFC and the problem is fixed for me. [/quote] OT, but what is SFC?
When you have a starbase harvesting a precursor relic, it gives you a civilization wide bonus to whatever aspect that relic is. Manufacturing gives you a bonus to all manufacturing, research gives bonus to all research, etc. The bonus starts at +10% and can be increased from researching precursor relic techs.
I might just be blind, but I can't find the number of logistics points a ship uses up anywhere in the game. You know like a large hull uses 7 logistics points, cargo hull uses 6 logistics points, etc. The only way I have have been able to determine anything about logistics points usage is just by adding and removing ships from fleets to see how the fleets logistics points change. Sorry if I'm just dumb and missing it somewhere; but if it actually isn't in the g
Ya every time you research a new tech that can be used in ships, it makes a new upgraded ship type and all the old ones get re-added to the list as "M0"s. It is very annoying, and yes it is a known bug that will hopefully get fixed in the next version they send out for us to test :P *edited because i can't spell*
I really don't understand why anybody thinks Stanley's post is somehow offensive or negative. Isn't everybody that plays computer games and has discussions about their finer points on some forums on the internet still a kid at heart? And are we not talking about, well, a game...? Come on folks, lighten up a little. Assume people have the best of intentions, not the worst. Especially on some internet forum, where you really can't tell anything ab
You can re-center by hitting C I really can't help you out with the scaling stuff, I'm not really sure about it.
[quote quoting="post"] We'll also be having some exciting Stardock news this week, so be sure to check the forum and our social media outlets for more info. [/quote] What a tease! What's the news? :P
I would propose nothing happens. You built the building and got the points, great. If you destroy the building, great. You will probably want that building back anyways since it gives other nice bonuses. You don't get more points for building it again, but you can put it in a better location if you want. It isn't like using the building just to gain 5 ideology points and then getting rid of the building forever is going to be game breaking. Random e
Oh yes, I understand the math. 64 squares, 16 possible pieces per side, 9 different movement patterns available for those pieces per side, pieces will be eliminated, so on and so forth. Start doing all the multiplying and the numbers start getting pretty big pretty quick. But there is mostly certainly a very FINITE number of possible moves and positions on a little 64 square chess board with 32 pieces. Whatever that final number is, it is definately calculable, and a n
One of the things that kind of annoyed me in GalCiv 2, and is currently still in GalCiv 3, is the indestructible buildings. You know, some of those 1 per planet or 1 per civilization buildings that the game won't allow you to tear down once they are built. That is irritating for many reasons. One reason is that as my tech level increases, and I gain better terraforming abilities, I often want to do some rezoning of my worlds. Like keeping factories grouped up here,
I'm sure it has been brought up before, but I will bring it up again. Culture flips are really way too easy in my opinion. Discount the ideology specials regarding culture flips, I'm just talking about base normal culture flipping. If another civilization colonizes a planet within my zone of control, it is mine in 10 turns no matter what basically. And vice versa. It doesn't seem to matter if the newly founded colony has a higher influence growth rate
[quote who="Blue_Oyster" reply="48" id="3526810"] I'll bet you'd like Claude Shannon's chess papers from the fifties and early sixties. There are more board positions in chess than there are atoms in the universe. [/quote] Sorry, but that is horribly... horribly... horribly innacurate. I'm not su
[quote quoting="post"] The tooltips there is now is great, but some of them is difficult to read, and i could use with alot more tooltips. A tutorial would also be really really helpful. Right now i have a difficult time of actually establish anything, of having some sort of gameplan to go out from with that ridiculous huge tech tree( wich i still quite like) to choose from. How do you choose wich to research? do you spread it out on all the 4 br
Have you heard of the "Cold War"? That was between 2 nations whose relations were "cool". Ok very very cool. So cool, it became cold. Very cold. But yeah, that relationship that started out as "cool" nearly blew up the world. So yes I can very easily see the status of "cool" as being worse than "annoyed" ;)
Nope not disappointed at all. I believe Paul said in the stream that the goal for the AI at "normal" would basically be performing to it's full potential. That means playing as smart as they can make it play, with the skills and resources the devs have. With a game having as many variables as Gal Civ 3 has, it would be an incredibly daunting time consuming and expensive task to create an AI that could come anywhere close to a moderately intelligent and experienced gamer.
The benevolent choice for the Super Shark colonization event says it gives +10 benevolent, +10% research, and -20% approval. Makes sense since you let the shark live, tell your scientists to figure out a passive defense, and tell your colonists to stay out of the water. But instead of giving your colony -20% approval, it is giving it -20% food production.