ShotmanMaslo

ShotmanMaslo

Joined Member # 2977716
13 Posts 121 Replies 778 Reputation

[quote]One thing that would be nice for me is to have a simple way to tell you what I see and send you what you need to recreate or at least look into it. So in saying that, maybe you could create a way for me to report from inside the game so I don't have to leave the game and therefore not put it off and never do it. Maybe a button or menu item that initiates a save of the appropriate data and allows for me to write a summary of the problem. Then submit via email all from

31 Replies 340,443 Views

I tend to build none or very few military ships (only enough to deal with pirates) until I get the first war declaration, prefering to spend resources on recon (awacs cargo ships are a must here), colonization, starbases and planet buildup first. But I always research/trade for relevant techs (engines, sensors, hulls, capacity, weapons) and build a few dedicated shipyard worlds so that when the time comes, I can switch focus and churn out warships ASAP. Couple this with buying mercs and I can

12 Replies 35,909 Views

So in the new Crusade version population is separated from food. Green leaf bonus tile always provided food bonus, so you should build farms on it. But according to mouseover text green leaf tile now provides +3 Population. Does it mean I should no longer build farms on it, but cities? There really should be an updated manual...

3 Replies 22,725 Views

I noticed another small bug: In ship designer, select a ship and hover over Tactical speed in Selected ship details - there is a value named "Missing Info" in the pop-up.

3 Replies 7,005 Views

1. When you colonize a new planet, on the Colonizing Event screen, an old picture from the previous Colonizing Event screen appears for a split second before it changes to the new correct one. 2. On the Starbases tab in the sidebar, when you click on a type of starbase (Shipyard, Economic, Mining) just after selecting the tab (when its set to All), sometimes it does nothing, and you have to click on another type for the button you originally wanted to start work ag

3 Replies 7,005 Views

There should be Titans like in Sins. A special powerful ship you can only have one instance of.

9 Replies 68,657 Views

Galciv 2 ships looked pretty good, so I am confident they will look great in GC3. What should the graphics guys work more on are the weapon effects and ship explosions, those were average at best. And beams is GC2 sometimes appeared misaligned or offset from the ships they were firing from.

80 Replies 188,392 Views

I think the possibility of giving the AI resource bonuses on higher difficulties is still a good idea, but it should be optional - just have a box you can check (in addition to difficulty setting).

54 Replies 109,873 Views

Not an optimal build for a gaming computer. Buy 8 GB of RAM instead of 16 GB. Buy a better graphics card with the saved money. I would buy Radeon R9 280X. Or perhaps wait for 290X with non-reference coolers to appear.

18 Replies 94,281 Views

[quote] Instead, I am planning to have the AI look at every ship design any player has ever designed and do evaluation on that and pick from that. So the better players get at designing ships, the better the AI will get. While this might seem like "a lot" of ships, let's assume there are 15 million ship designs in the database. I can narrow that down to a few hundred thousands for my purposes. That might seem like a lot but it is a lot fewer than the AI doing tons o

41 Replies 8,980 Views

I dont mean exactly the same stargate technology as pre-hyperdrive civs have, but new stargates upgraded with hyperdrive technology. While not instantaneous, they could still be many times faster than even the fastest hyperdrive alone. This would be balanced by high research and building cost, and perhaps by limits (you can build no more than 3 gate pairs, otherwise you risk destabilising the local hyperspace). That way hyperdrive would still stay relevant, hyper-stargates would be just anoth

10 Replies 123,575 Views

I would like the actual ship models size differences between ship size classes in combat viewer to be greater than in GalCiv2. Nothing kills the epic battle atmosphere more than deploying your new massive hulled capital ship with many times the cost, firepower and crew compared to smaller size, only to find it only twice the lenght of the smaller sized hulls at most, or seeing large-hulled capship occupy the same 3D space as three-four tiny sized fighters. It really looks lame.. Tiny-si

10 Replies 123,575 Views

With the jump to 64 bits, there is no reason to have only fixed, pregenerated galaxy sizes. Why not take the Minecraft / Elite approach? Procedurally generated galaxy could be essentially infinite (in practice it would still be limited by 64-bit precision, and your computer memory and CPU, but it could still be many times larger than galaxy wholly generated at the start of the game). Minecraft world is 7000x larger than the surface of the Earth for example.

6 Replies 24,819 Views