tesb

tesb

Joined Member # 3123704
13 Posts 5,053 Replies 4,124 Reputation

Just a quick Ui suggestion: with all the sponsors for asteroids, stardocks and starbases the map becomes hard to read due to the many lines that show the sponsors. my suggestion: -make the line a bit thicker and not dashed (better to read) and hidden by default -only show the lines when the appropriate item is selected: -- click/select a stardock: all lines to the sponsoring planets are drawn -- click/select a plane

32 Replies 149,415 Views

Great work with the patch Stardock, for the first time i actually enjoyed the game on a larger map. However i still have minor gripes with it: -in the starbase screen there is no shortcut to cycle to the next starbase, you always have to click the buttons at the top to cycle through starbases -some modules are ignored in the autoupgrade queue: fighters/interceptor modules and range extension as well as morale upgrades (this

5 Replies 18,943 Views

i agree with the op. economic starbases just add boring passive economic buffs but they are such big hassle to construct and choose optimal placement. galciv2 was better this way as there was no minimum distance required per starbase making the placement much less problematic.

28 Replies 148,973 Views

I reported this bug now since beta. you can still go over the population synthetic cap making techs/buildings that increase it worthless. Screenshot from a new 1.3 game: [img]http://i62.tinypic.com/15ceyph.png[/img] edit: in case you are wondering how it works: transport ships (colony ships might work too, i got the population via the malevolent ideology point that gives you 4 invasion ships and parked them in orbit

11 Replies 32,453 Views

some more points: 4) de-emphasizing production: the officer core i would like to see an officer core with number of officers and their quality. each ship uses a few of them and the better they are trained or gain combat experience the better they are. if you scuttle ships you get your officers back, if you loose it they are lost. if you have lot's of high production worlds that produce ship after ship, but lack a star-fleet academy in san

44 Replies 68,251 Views

1) Map infrastructure and fleet gameplay: currently space feels a bit empty. the only infrastructure you build are starbases with most of them being economic ones that just provide boring passive buffs. i would like to build infrastructure on the main map that changes gameplay, e.g. 1.1: Movement infrastructure: warp lanes (basically roads in space), warp gates (teleport from gate to gate), jump gates (accelerate ships to a destination point but they cannot change curse until

44 Replies 68,251 Views

[quote]We ARE going to get rid of the per planet spending wheel. I know many of you like it but it is just incredibly tedious to deal with and violates the general spirit of GalCiv (there's a reason we never had this in previous GalCivs, it's not like we hadn't thought of it). In its place will be something different. We'd like to hear what YOU would like to see in there.[/quote] i have been harping about this for ages, so i whol

95 Replies 588,050 Views

i listed quite a few things back in the beta ( https://forums.galciv3.com/462788/page/1/#3543975 ) and a lot of them still are not implemented, but named in this thread, like every list should be sortable, starbases are way to micro intensive. but there are also suggestions regarding mouse movement distance that can be heavily reduced, i just quote myself: edit: spoiler tags

68 Replies 339,544 Views

[quote who="Goatmeal" reply="5" id="3553762"] Both malevolent tests were with only 1 habitable planet in the home system (my capital). The first colony is always in another system. The distance does not seem to be a factor as other nearby systems do not get this bonus. It is always capital and first colony. [/quote] this is simply not true. i just wrote one post above you that this bug can affect

16 Replies 14,394 Views

this has nothing to do with the op's question. morale affecting production is one thing that affects all races. being able to go over the population cap with synthetic races is another. imho this is a bug (i reported it quite a few times). there are a few techs and 1 building that increases synthetic population cap, but you can go freely over that cap without any penalties (at least i have observed none).

20 Replies 11,285 Views

in comparison to earlier 6.x opt-ins i don't get any semi predictable crashes from invasions, but it the seems to crash much more often. it almost always happen when i have something idle (planet/ship etc.) and click at the idle x button in the lower right of the main screen. i never had these problems with the 6.2 opt-in, this was very recently with the 6.2 release version. the 6.2 opt-in was very stable for me. i also made sure to start a new game. <

8 Replies 8,998 Views

[quote]The large empire penalty is -0.2 per planet, which seems too severe. On larger maps, any race without Patriotic is at a massive disadvantage. I think lowering the penalty to -0.1 per planet would improve balance greatly.[/quote] i agree with the problem, not with the proposed solution. stardock simply need to put scaling to their gameplay mechanics, mostly research/technology cost and approval (large empire penalty). regarding tech i made a suggest

3 Replies 2,719 Views

you can see the population cap in the planets population display (population current/maximum). be aware that the cap was not working with the 6.2 opt-in. i have not tested if they fixed this bug with the 6.2 release version (you could go over cap via transports and assembly projects).

2 Replies 4,211 Views

[quote] Things like war weariness or morale penalty for every occupied planet.[/quote] personally i would go with something like this (just a quick draft): 1) Different kinds of war: -War of extermination: every world invaded fights to the death, i.e. much higher casualties on both sides. successful conquered planets are immediately under your control, for declaring such a war you gain heavy diploma

21 Replies 108,677 Views

i am not so much against endless war, but would like to see more dimensions to it. something more than: do i have the better military? if yes declare war. to come back to EU4: it is basically a war game, but war has so many dimensions to it, e.g. allying with a big power -> start a war -> give them tons of provinces during peace and watch them break apart from internal turmoil because you gave them too much land [e digicons]}:)[/e] , making them ripe for conquest.

21 Replies 108,677 Views

yes, i think i had too much of an advantage: 1) played a custom synthetic race -> population is quickly replaced (1-3 turns) 2) not really, since war was declared on me and i bribed all other civs to join my "defensive" war 3) patriotic trait + malevolent eager 4) imho that is very minor because i always set up manufacturing worlds, the few turns spend to crank out invasion ships instead of combat ships are negligible. <

21 Replies 108,677 Views

i don't think it will be as far-reaching as changing the identity of the game, but i get your point (being a traditionalist i assume). i think there is a place for any game between gameplay stagnation and over innovation and broad statements (without naming particular issues) will get us nowhere imho.

21 Replies 108,677 Views

[quote]there is only one reason for all of the above: The game is called galactic civilizations 3.[/quote] can you elaborate on this? are you saying you are content with the current diplomacy because this game's predecessor was galciv2? [quote]Brad could elect to implement what you are asking, but then he should also change the name of the game to "milky way universalis".[/quote] i never asked for anything specifically

21 Replies 108,677 Views