Now I feel sorry for him, actually... if he has that sort of time and inclination... [e digicons]:S[/e]
Dearmad
So... again, they serve almost no point at all displayed all the time on the main map. Just clutter that is hard to read through to see what you want.
Wait, you can raid an enemy trade line? I don't see how to do that in the game... you can take out planets and end them, but not raid a line. Am I missing something pretty basic here?
Trades line are in no way more important than the hyper lanes, or the range border. You think they are important? How? Oh and "C" doesn't help when I cannot even find the device in the first place- I bought three hyperlane space thingies all at once from some faraway race... then... couldn't find one of them forever until they surrendered to me and I found it inactive. Finally turned it on. :)
Oh and for purely personal reasons (like, a mod), could Administrator points display to 0.n accuracy? Pretty please? :)
Thanks for these notes, guys.
1. Remove trade lines from the main map completely, with a simple toggle for my own. There is no point in showing them at all like that anymore as you cannot raid them and don't need to locate them any more right? It makes for a lot of line clutter: range border, trade, hyperlanes, influence borders all blinking and ant-crawling around. UGH! 1a. Consider NEVER showing trade lines that don't involve me unless I have at least basic intrigue level with one of the races involved... And ev
Wow that video maker thinks a lot about himself, holy shit- 15 minutes of the start are about NOTHING but his attempts at humor! And that attempt doesn't even leave the ground. He must be really fun at a party... G'bye... Wait I take that back. Just went to the video end and he was STILL AT IT... ugh. What a bore. 32 minutes of stuffed shirt.
So it seems to me that: Admins should scale per planets or something about the size of your own Empire. Resource extraction to the number of initial empires on the map. Tourism to a proportion of the entire civilized population of the map (after all those are the potential tourists) minus any races which do not participate in tourism if there are any.
Come on... basic UI here, would be nice to have or is it just obscurely hidden and I am blind. [e digicons]:cylon:[/e] [e digicons]x_x[/e]
Plus the victory information, isn't that new? Maybe not, but it's cool anyway. In the ESC menu...
Yeah... sometimes the universe just wants to shove resources down our throats... LOL [e digicons]:borg:[/e]
Well I have been modding the game heavily lately and hear you. Tell me more of the mechanisms that you find not scaling well, I'd like to know. I'm looking to improve the game in a few ways, at least for my own personal play.
You can just build them endlessly and store them up then crash ka BOOM instant colony of any size anywhere when you want it- ready made! There ain't nothing 20 of them cant build. Mid to later game of course... or... earlier if you give it some forethought. I wonder if this was unintentional. And I doubt the AI has any clue... but one can hope.
Was this discussed in alpha or beta of this game at all? (You loyal old timers know?). Wouldn't it be nice if the colony limits for government were something like: Colonialism: 2 + 0.5(the total number of initial habitable planets in the galaxy +/- a random amount about 20% of that total so you never know the exact habitable count.) So if there were 100 habitable planets, you would get 2 + 0.05(100 + (rnd-20 to 20)) or 6 to 8 as the initial setting in your game dep
I got it working... you can do two actions in the one event wrapper, so good. Although it's depressing because once I start hard core modding a game... I never really play it again. Spend 90% time modding, and designing new things, 10% playing the results... agh. I will not succumb here... because GC3 is actually a working good game, unlike the other one I won't mention that ended up modding to hell and back with results? It's still a stinking pile of...
Oh man... Star Raiders started it all. https://www.youtube.com/watch?v=3_VDM8nC9sM King of the Ramtop (One I programmed myself back in the 80's ffs- basically an early version of Total War about 15 years before they got around to it, but done in 48kb) Ancient Art of War... and then too many games to mention once I got a PC.
Oh the kill version just locks up three ships... cool. thanks.
[quote who="Horemvore" reply="10" id="3756751"] Quoting Dearmad, reply 9 Well if there's a way to mod it, please tell me the file. I think I want to test out how it plays if about half or so of the citz stay and half go back to original owner. GC3GlobalDefs.xml - Will be in you newest expansio
@Belgian: I agree with just about everything you said. Careful structural additions that the AI CAN PLAY WITH TOO are my cup of tea in this game, and the deepening mechanics you bring up would be very cool and fun, imo. @Gauntlet: Chokepoints via lanes or anything will hurt the AI more than you realize. It basically funnels all of the player skills into one place and when that happens the human wins. As it is now the AI in GC3 still gets a few stabs in at my back planets by sn
Oh and I'm glad to hear new DLC coming- even cosmetic ones would be appreciated by me. However, NO MORE ship parts please. There are plenty of those already. [e digicons]\o/[/e]
Does anyone know how to do this?
So I lost a ship this way too just today. It was loading fine and then got incompatible? Sucks
Well if there's a way to mod it, please tell me the file. I think I want to test out how it plays if about half or so of the citz stay and half go back to original owner.
Oh YES! Keep supporting this game, thank you! Oh and just go Emperor cruel and force people to get Crusade and the other DLCs! Can't you just do that? What government form do you need to adopt to just do that? I hope you keep expanding the AI's skills for planet layout, and take a step back from the project and look at it once in awhile as a game. You know, like a boardgame designer might. And then refine refine refine so that that the soul of that game is serviced well.