Yeah, purchased it also. Great stuff. luceo non uro
courtneyme109
Love the starbase concept in GCIII. Start off with 4 economic starbases around systems with 2 or more planets, then eventually every planet has 4 economic starbases. Really kicks ups everything - especially starship construction and you're gon need it when the AI starts rushing you. luceo non uro
Currently playing at genius level also. What turn were you at? Did the AI rush you en masse? What size galaxy? Number of opponents? Turn drag appears related to increasing the number of citizens, after researching citizen recruitment techs. By turn 633 it's a real issue. At war in and around turn 300, the AI enjoys building cities (as many as three on one planet) and garrisoning legions. They also deploy Core Detonation on invasions and fleets with one huge support ship and to
[quote who="implodinggoat" reply="29" id="3702670"] Quoting JerkClock, reply 20 Yeah, kinda weird that this only happens upon colonization. [/quote] Increasing the number events in Galaxy creation helps gen
When the GCIII Founders program was released - members could name a star, so there are bunches of - uh - unique - star names. Wait til you discover "Carrotdevourer", "Boatmurdered" and "Misterphoo" luceo non uro
Can't wait! luceo non uro
Congratulations Larsenex! Very cool. luceo non uro
Much the same as mine Palace Guardian, yet around turn 633 (genius level) Ludacris, scattered, 21 opponents, all the DLC (sans mega events) it will not load - just crashes to the Steam Launch. In the painful process of starting all over, it works like a charm and runs flawlessly luceo non uro
Carriers are pretty sweet. Especially when you craft a fleet around one with support ships and tons of 1 logistic point fighters. The only down side is occasionally the logistics won't work, i.e., your logistics is at, say, 110 for a fleet. With a huge carrier (15 logistics points) 2 huge support ships (30 logistic points) you should have 65 logistic points remaining. Lately, you are not able to add 65 1 logistic point each fighters to reach your 110 logistic points total. In
Ludacris works well for moi with 21 opponents - gives time to get defensive/interceptor task forces semi crunk up before running into more enemies than I could handle. Though, it does seem to slow down a bit around turn 600 (even as me system claims to have the ability to handle it). Enjoying a really epic game and have yet to fire up a new one from scratch with the latest patch. luceo non uro
[quote quoting="post"] So for every planet you have to SCROLL DOWN THE ENTIRE BUILD LIST, which isn't easy if you have 30 colonies. [/quote] The ability to prioritize different items in the build queue per colony helps in this regards luceo non uro
That appears more like the colony rush instead of a bug. Blocking AI ships is a long time defense from the GCII days. Privateers always add some fun! luceo non uro
Fleets with 2 commanders can actually save the day - particularly in the early part of a game when the AI fires up those mass wave attacks. Disappointed it's no longer available. luceo non uro
PM'd. Thanks very Rhonin_the_Wizard. luceo non uro
No, some have less - others have more. The raw logistic points seem to limit at about 64 or 66 so the fleet reads as 66/110. Before the opt in/patch the ability to fulfill the logistics ability of 110 was available, as in 110/110. luceo non uro
Currently I have fleet logistics of 110,
And that, boys and girls is why yours truly never dropped the cash for Mega Events. Hours of hard work vaporized by gigantic Peace Mongers? Not for moi. luceo non uro
Yeah the FOW seemed to change during the weekend. Great luck on the Shipyard sponsoring! luceo non uro
Draginol/Frogboy addressed a point about the AI in the Steam Forum for GCIII: "...The AI has range on it same as you. No it can't see everything. Once you play more, it'll be more obvious that the AI doesn't see everything. If the AI could see where planets were to colonize it would be devastating. But it is really good at guessing where things are going to be once they enter their FOW." And this: "...As the guy who writes the AI, I
The AI may have caught a glimpse of your ship - scanned it's movements capabilities and crafted a search grid to find it. While human players may not take the time or effort to determine all the movement variations - the AI certainly will. Seen it before. As best understood, the AI is just as blind as we are. Fun tip - use a sensor ship to lure enemy fleets into a kill zone (often with military star bases) and fleets just waiting to pounce. luceo non uro
No - just the fleet logistics panel of a fleet. 66/110 meant before turn 600 you could put 110 logistic points of ships into the fleet. Now it stops at either 73/110 or 66/110 - while older fleets are fully crunk at 110/110. luceo non uro
Currently I have fleet logistics of 110, yet the fleets seem to top out at 64. I.E., I have a fleet consuming 64 logistics points and cannot add any other ships - even tiny fighters with only 1 logistic point. Funnily enough, I was previously able (before turn 600) to field fleets of 110 logistic points yet these are all huge capital ships with no fighters. Am still deploying said capitol ship fleets of 110 logistical abilities. Full disclosure - Ludacris galaxy, 21 opponents,
[quote who="Rhonin_the_wizard" reply="3" id="3701797"] I am sending a Privateer to their systems to cause as much damage as possible, weakening them until they believe they will be wiped out and surrender their colonies to me. [/quote] Now that is sooo underhanded. Can't wait to try it! luceo non uro
They are catching some of them - for example - on the IGN game review site the political screen misspelled dissenting - yet it's spelled correctly on Stardock's site. luceo non uro
Sweet! Looking forward to treading that fine line betwixt a Star Ship Troopers type Federation and Star Trek type Federation... luceo non uro