This is just a quick bit of feedback in regards to the way the Turn indicators currently work for ship movement. Having played a few games now, I've found that I'm consistently disliking the way the turn indicators "move" in tandem with the moving ship itself. What I mean by thi
InquisitorFelix
I think the biggest issues I have with the system revolve around potential pacing and a feeling on inefficiency. While I had no real issues with pacing during this first alpha iteration, It was still pretty evident to me that it will completely change the pacing of all stages of the game in comparison to GC2. Call me an old timer, but it did bother me that unless I had the money to build ships outright (which was rare in alpha admittedly) it feels like you're being artificially
[quote who="Island Dog" reply="50" id="3452232"] Ah. I have no idea. All I'm concerned about is EST and getting the alpha out. [/quote]Can we get a countdown? :D
[quote who="scruffitude" reply="25" id="3452185"] I activated my key on Steam and it didn't say "Galactic Civilizations 3" or anything like that. I'm going to assume for the moment that this is because the thing isn't technically available. But did anyone else have something like this happen?[/quote]I ha dthe same thing. I t said "steam sub 124" or something similar.
Lets us pave the way for those of less elite status to follow. By our hands shall this experience be guided to become the greatest GalCiv title to date
[quote who="admiralWillyWilber" reply="30" id="3443595"] This color system would probably work if it wasn't for the fact that they do it different than other games I've seen. Average is from 10-15 that is an earthlike world. Which would be brown/blue world. The green would irritate me, and I'm not talking about good irritation when you can't beat a opponent because it is to hard. Radioactive is green, and I have bad eyes it would be to hard to see the difference. Maybe if
[quote who="WIllythemailboy" reply="3" id="3443171"] One issue I've had in other games: sometimes tool tips can be TOO "informative" - the text that comes up is useful, but covers other potentially useful information onscreen. I'll be sure to whine about it when it becomes a problem, but is there a proactive way to address this sort of issue? Maybe designing into the game an anti-tooltip feature? Maybe something like "hold shift to make tooltips go away, let go to have them reapp
I have to agree that such a feature, while cool, is pretty impractical to implement, especially in the initial release. However, I would actually like to see growth and development represented in a visual way on planets. Perhaps having the landmass in the planetary improvement screen have small "city" textures appear and grow across it as the pop rises. Additionally, having the planet display lights on its surface, and little orbiting objects and ships buzzing between them (Li
After perusing the document twice now, I'm largely impressed by what I see, Also happy that in most cases, Brad's ideas are in line with my own for where improvements can be made. I know this is early stuff, but I don't know what's planned, so I'm just giving my two cents on what I see! With that in mind, I'd like to offer some feedback of my own. Having not seen the game's menus "in action", I can only base my judgement on the static ima
All I can say...is GOD I AM EXCITED! [Quote]In my case, whenever I thought any of the modules interfered with the design I would just make them as small as possible and hide them somewhere they could not be seen. e.g. I made a design where a hull module looked like an engine and didn't want the actual engine module to stick out, so make it small and hide it under the ship [/quote] Same thing I did