parrottmath

parrottmath

Joined Member # 3119455
27 Posts 659 Replies 25,812 Reputation

Well I suppose you will have to give some to each player... I suppose you can attach the giving of this resource from the settling of the first city, I've not played with adding resources too much in game. I suppose you can add this to the champion history abilities as each sovereign must have a history.

4 Replies 10,196 Views

I find a large problem with magic based civilization games are the units themselves in the mix of things. Inevitably people want to see mundane units on the battlefield as well as magic. But magic will just destroy these units without a blink of an eye. It is the equivalent of 20th century army facing a stone age army. Seriously, they could beat the tank for 2 - 3 months and not cause any structural damage. This is the equivalent of magic to army, why have an army in the first place.

86 Replies 534,563 Views

The base game Blessed Hammer does absolutely nothing to Banshees as it increases only physical damage to which Banshees are immune. My mod is a mod and so yes you would need to download my file into the documents modding folder for LH and turn on mods. (I'm sure its the same for Primal Savage's mod) It is known, but the idea of creating a special damage type for 2 weapons and limited scope might have been overkill? I think that is how the conversation ended 9 months ag

15 Replies 38,262 Views

It only does the blessed damage so just the ten as intended. The pierce defense portion is for the Liches and skeletons and such... these weapons become rather a BEAT STICK to these things. Hence, with the pierce resistance the Liches and Skeletons have a chance at least, but banshees take full effect from the 10 damage from the blessed part. Tries to keep the game somewhat balanced... It is a different approach, than your approach which makes truly holy weapons that destroy undead wi

15 Replies 38,262 Views

Well you see the real problem is that Paul doesn't want Brad telling us anymore things... So he (Paul) has encrypted all the files and hid the key somewhere, and thus Brad is currently running through the software to decrypt the files, but this is taking too long. So Brad came to Paul armed with nerf guns to take the key by force. But Paul was too well defended in his fortress of Nerf and assaulted back with Nerf fury. The battle raged on as Adam tried to Interview Derek yesterday. <

24 Replies 23,862 Views
Reply to N/A in FE Multiplayer

[quote who="Primal_Savage" reply="2" id="3461681"]This was fixed more than a week ago where it mattered (e.g. Not in this thread).[/quote] Okay. Didn't know if you noticed or not.

3 Replies 4,008 Views

I can accept this study. I watched people get enraged over games. Frankly, I did get enraged when I played Ghouls and Goblins... but my Mother took care of that from me. As I played games she would walk in front of the screen and talk at me (intentionally making me lose), where I would get frustrated and she would say, "Did you pay a quarter to play it. No... So get over it." This happened quite often and she didn't restrict the types of games from distinction of violent or non-violent. T

26 Replies 71,191 Views
Reply to N/A in FE Multiplayer

[quote who="XWerewolfX" reply="2" id="3461054"] more bugs. Awesome. Can we not release a single patch without introducing more bugs? ugh.[/quote] This bug is so remote from a practical user standpoint, it barely qualifies ;) I would call it more an annoyance. Listrid is a level 9 champion and the only champion with this skill. It cannot be obtained by leveling up. It took me actually 25 games where I cheated to get 9 heroes before I saw this

5 Replies 5,056 Views

[quote who="Gaunathor" reply="167" id="3459979"] In the GalCiv 3 live stream on Twitch.tv today, the devs mentioned, that they're going to do LH live stream next week, showcasing the patch. At least, if I understood that right. I had some connection issues during the stream.[/quote] You are correct on that one. They were not sure if they were going to do a Gal Civ 3 cast. For FE:LH they are going showcase some of the new things and people can talk with Derek. I'm ra

206 Replies 505,936 Views

This is all speculation depending on how the AI plays. We don't know what exploits will be possible and which sound good on paper. I suggest that once you defeat their space fleet (shipyards), doesn't that mean they are finished anyway. This doesn't mean that one cannot protect and guard these structures, nor are these structures completely defenseless. I wouldn't expect a ship to be able to move onto a shipyard and walk away unscathed. I would imagine that the construction of

8 Replies 546 Views

Ideology: What are all the ways one will gain ideology? Is it just going to be settling planets / anomalies. Will there be ideology gained by conquering planets, or ways of diplomacy. Planetary Assaults: Are we going to be given more options when assaulting a planet? Nebula / Dust Clouds: What are the other features, if any, going to be attached to the nebula or dust clouds? I believe you mentioned something about a resource node inside the nebula that we will be able to harve

23 Replies 98,636 Views

[quote who="perigrine23" reply="7" id="3459514"]Pretty sure this is working as intended. A ship can go out of range as long as its endpoint is in range. This is exploitable in certain situations, but not enough to be a real problem[/quote] What is the point of having the supply line, if you can go outside of it. I found when I set my ships to explore randomly, I got a ship 4-6 hexes away from their supply line. That is a huge difference. I don't mind they leave the supply ran

19 Replies 5,594 Views

[quote who="DarkLunaPhantom" reply="13" id="3459005"] And also if it could happen that you can keep a part (let's say 25%) of planet population upon successful invasion, it would make no sense that the invasion is a fight to death. For example, it could happen that you attack with 10B troops a planet defending with 20B population. It could happen that you could lose a close battle and be left with 0B troops while the planet is left with 1B population, but if you had just

20 Replies 70,918 Views

I can envision the game dividing things up into two categories, my species, other species. This has enough abstraction to provide the necessary ability to control the situation and allow it to scale better. But I'm not sure if that is meaningful enough to get at the dynamics you want in the game. Really the effect you want to see in the game is more supporters / non-supporters, an element of unrest. Just because you are not my species doesn't mean you dis-agree with what I'm doing

20 Replies 70,918 Views

[quote who="Lucky Jack" reply="33" id="3457026"]Actually, I took this as the location of the landing of the initial colonization team.[/quote] If this were the case, shouldn't this bonus be on every planet? I suppose the landing team doesn't always land on a buildable location.

36 Replies 95,916 Views

[quote who="SerakX" reply="5" id="3458903"]I'd love to see the ability to actually have multiple populations on a single planet: Such as the invader and the invadee, so to speak. So for instance, let's say you conquer a planet and they surrender with 25% of their population remaining. Fold that into the total population of the planet.[/quote] I don't think adding a layer of sub-populations would be a good idea. Add to fun, maybe... add to complexity, yes. The gameplay of G

20 Replies 70,918 Views

That would be an interesting idea... -Allow the remaining populous to join your citizenry - +10 Benevolent and Population bonus (remaining troops + 25% planet population upon invasion) -Enslave the remaining colonists - +10 Pragmatic and Production Bonus for the planet -Exterminate the existing populous - +10 malevolence Every time you settle a planet you get these choices. Why not have these choices upon invading a planet (or varients)?

20 Replies 70,918 Views

[quote who="tetleytea" reply="40" id="3458553"]I was thinking maybe ship-building bonuses for each neighboring alien planet, and improvement-building bonuses for each same-race planet. That way everybody's warships get built toward the front line (instead of always rally-pointing everything). Plus it makes you have to shift gears as your empire grows (and your outliers become inliers).[/quote] They are switching up how ship-building is being done. I think you will be

49 Replies 120,149 Views

I know in Gal Civ 2 that when building up spaceships one needed to place modules on the ship for it to function. I was wondering if there were a list a modules for Gal Civ 3? I would expect to see Colony Module, Trade Module, Mining Module, Hyper Drive module (Engine), Weapon Modules... will there be any new items, will you remove (combine) any of the old modules from Gal Civ 2? I wouldn't mind seeing a few different modules for the ships. I can think of a warping

1 Replies 1,558 Views

[quote who="Lucky Jack" reply="4" id="3458125"]Perhaps if one got their key off of the store before the e-mails were sent something was recorded and the e-mail got sent to only those that had not already gotten their key?[/quote] Nope. I got my e-mail, and I did use the key before hand. It might be that people have not signed up for the Stardock advertisement e-mails, or did and discontinued the service. Might also be in the spam folders, this of course is all speculation.

6 Replies 2,710 Views

Not so... [e digicons]:-"[/e] I've agreed with you on the rectangular view port of the planet map. It's not likely that Stardock would take my advice over yours anyway. They are making design decisions with other things in mind that we do not know what will come of the future. For example, The header for the planetary projects might be useful depending on how many projects vs. improvements we can do. Right now with basically 4, it makes no sense. But I can envision having 8-1

60 Replies 167,083 Views