I will argue that the external ship designer and the multi-core AI should be present in the base game....I believe that the AI and the ability to customize ships are 2 of the most core elements of the galactic civilizations franchise, and as such I think improvements to them should not be locked under any type of DLC...that being said, I don't know how much work it would take to backport those things so I'm understanding of your choice either way.... Everything else in category 1 and
Seleuceia
I don't think administrators should scale with map size any more than I think tech cost should scale with map size....the mere existence of more planets should not affect the ability to colonize those planets or discover new technology.... But obviously there is a game balance issue here...for technology, you have a slider you can control that changes the tech cost based on the player's preference, and this allows the player to increase tech costs on larger maps if they feel
[quote who="psychoak" reply="1" id="3673062"] The technology screens are generated, they pull the frigates, structures, and fighters from the places they're listed, check their weapons, and generate those assets for the upgrade listing. An ability spawned turret isn't one of them and would make the process massively more complex. [/quote] I believe (though I may be mistaken) that adding them under the "frigateInfo" section in the player entity file would resolve this
[quote who="Seabrook" reply="39" id="3670074"] Not sure if it happens to capital ships also. I was thinking it was normal or should be normal for enemies to spawn higher level Titans and capital ships on higher difficulty. [/quote] Keep in mind that at higher difficulties, the AI is able to purchase more levels for capital ships...at the highest difficulty, they can buy all the way up to level 7.
Before discussing the merits of the system, it probably should be outlined in more detail... First, let's determine the actual rank of your "captains". In order to do this, I think it's important to equate hull sizes in GC3 with typical ship classifications in current navies. While it appears to be about ship size, it really is more about crew size since that is what determines the managerial and logistical needs of the ship's CO... Huge ships,
I'd point out some key differences between flagships and capital ships... First, as stated earlier, flag ships are considered frigates and so when it comes to ability filters, they may be targeted by abilities that can't target capital ships.... Second, there are specific technologies that affect capital ships but won't affect frigates (and therefore flagships)...for example, the Vasari have techs that cause capital ships to generate tax income and count as home wo
[quote who="General Pants" reply="6" id="3665018"] Try enabling tech brokering. I find that trading techs tends to even out technology among those willing to trade. I will have to see how this works in 2.0 though! [/quote] Tech brokering doesn't work for 2 reasons... First, everyone has different tech trees specifically tailored to, well, each other...a tech that is balanced in the hands of one faction given all of its other techs can be stupidly broken
[quote who="General Pants" reply="4" id="3664943"] The only problem with this is it means that large empires won't spend as much on reseach, and they would still have an advantage because they could use that productivity for making money or ships. [/quote] I have no problem with larger empires having inherent financial and industrial advantages as that matches quite well with historical precedent....it is the science issue that matters the most -- small empires should ha
[quote who="adamb1011" reply="6" id="3664235"] The primary issue is that wide is better than tall in almost every part of the game. This is caused from the fact that population growth is independent of current population. [/quote] I'm surprised more people haven't brought this up, as this is a fundamental flaw of GC3's mechanics...I do remember a discussion about population growth early in the alpha stage of the game, and I recall most people simply not appreciat
If the SATA drive is low quality, it can affect your experience playing the game. Some HDDs "spool down" if they aren't accessed after so many seconds, and if this occurs you will get a lag-spike when the game tries to access the HDD and has to "spool it up" again... I mention this only because laptops with a small SSD and large HDD tend to have cheaper HDD's to control costs...the solution is simple, you can get a program that just continually writes to a text file o
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From freedictionary.com: "The season of the year between summer and winter, during which the weather becomes cooler and</
I think most people see fall starting with the month of September, not 3 weeks into it....
[quote who="Xenophon_" reply="8" id="3642937"] Its because TEC *are* humans who are using *human* languages except for main one to name their ships. Vasari and Advent *arent* human and whatever language they use to name their ships obviosuly has nothing to do with that *human* language as they *arent* human to have used *human* language to name that ship. Simply, if its an alien race, names from other languages dont mean aliens used *human* language to name it. But if *human* race u
[quote who="Xenophon_" reply="6" id="3642835"] Because there is a star named Sol in game's universe. Which makes it more likely TEC's homeworld system than some other star (there is no star named "Sol" in Star Wars). Also there are ship names again as I explain below. [/quote] The first 212 star names in SoaSE are actual star names and could have easily been pulled from numerous accessible sources such as Wikipedia (<a href="https://en.wikipedia.org/wiki/Li
It's science fiction ....I will reiterate the "fiction" part... There is no reason to assume earth exists in this science fiction universe. If the phrase "homeworld" was used by a human in the Star Wars universe, you wouldn't assume it was a reference to earth, so why would you assume here? In fact, there's no reason to assume that the use of "homeworld" has a singular, universal meaning. If you asked Anakin Skywalker what
The pipeline effect that causes each star's texture to "wobble" slows down over time until there is basically no wobble. In the pipeline GS_Star.FX, changing the float temperatureStart to a constant number solves the issue. Who knows....maybe there will be a 1.86...
Dev.exe no longer overwrites the settings files as it has its own....commends for the devs.... [e digicons]5*[/e]
Culture drops 40% per jump, so after three jumps the affect, no matter how large, will be gone...that value can be modded.... If you want to make it so that each planet effectively has the same culture strength per phase lane, it is possible but you'd have to use abilities to do it...
Come on guys let's just all admit AR titan is too stronk AI too stronk pirates too stronk gamma ray burst too stronk, really everything too stronk game is hard, time to go back to playing trinity... I also think Unity Mass should do chaining damage....
[quote]I suspect none of this is intentional. [/quote] It is the same bogus math used in Sins of a Solar Empire, which means it is almost certainly intentional. Some things never change.
suavesamaritan , you are completely missing the point...the OP may have initiated the conversation with the phrase "overpowered", but every post since then has been in regards to how poor the game mechanic has been implemented...and let's be clear, you didn't address the OP, you addressed everyone in the conversation : [quote who="suavesa
[quote who="suavesamaritan" reply="3" id="3623985"] There is no problem with pirates gentlemen. [/quote] [quote who="suavesamaritan" reply="3" id="3623985"] First off, most multiplayer games disable the pirates, to allow for a pure strategic experience. [/quote] If there's no problem with pirates, then why do all competitive MP games turn them off? Seems a little contradictory, but I'm willing to look at your elaboration for some type of recon
[quote who="GoaFan77" reply="7" id="3622131"] So depth there just might not be as rewarding for a more RTS focused strategy gamer. [/quote] None of the games I mentioned are turn based, they are all RTS... [quote who="chanukya" reply="8" id="3622198"] Well after playing for a couple of days, I can attest that there is a steep learning curve coming from a turn based game to a RTS. I keep freaking out looking at the moving counters on top, and expect an enemy flee
[quote who="GoaFan77" reply="4" id="3621963"] I'm definitely more of an RTS player and I would say Sins still wins the single player department. [/quote] Have you played any of Paradox's games? Europa Universalis, Crusader Kings, Victoria, Hearts of Iron....all of them have way more depth and most have better AIs than Sins, which really only has the "space genre" thing going for it, and Stellaris will soon take away that too...I mean to each their own but ther