Extant Faora

Extant Faora

Joined Member # 3280801
4 Posts 46 Replies 26,568 Reputation

Perhaps this is also a function of the gaming climate of the past few years where DLC and Lootboxes have become more and more predatory. Some nostalgia may be leaking forth as well... I've seen how the game has progressed over the years, but the feeling that remains with me is that a lot of this progress should have been made before launch. Also, I am no stranger to ill-received enterprise. I can empathize with the devs as I too have tried launching a product of my own that really wen

32 Replies 280,158 Views

I think a lot of the reason why this game is not garnering many new players is two-fold: First, you have many from the older playerbase (i.e., galciv2 days) who are disappointed with the seemingly rushed state of the game on launch, and the fact that DLC's are essentially copy-pasting concepts from galciv2 directly into galciv3. Second, and most important, is the fact that the lines of communication between the dev team and the playerbase is rather poor. For example, it would

32 Replies 280,158 Views

So I've recently picked up a custom faction off of the Steam Workshop (the Ixion Republic) and I've run into a snag. Whenever I try to edit an existing ship design or create a new one (outside of the custom Ixion style or even using ships from the custom style), my game immediately crashes to desktop the moment I try to save my new/edited ship. Wondering if any of you have encountered this problem before and, if so, do you know of a solution. By the by, I haven

63 Replies 371,844 Views

I tired this out myself today (before having read this post) and I discovered that they don't stack. The base range for shipyards is 3 tiles. With either the ideology trait OR the Engineers bonus, it extends to 6 tiles. Theoretically one can extend shipyard range to a maximum of 9 or 12 tiles (depending on if the bonus is added to the base or to the base plus engineers, though I imagine it would be a multiplier to the base) if one takes both engineers and the ideol

6 Replies 22,354 Views

That is insane, firstly. I don't understand how that could work, secondly. Thanks, I'll try that out sometime maybe, lastly. I'm probs gonna try playing the GalCivIII campaign rather than going back to the GalCivII. My bias against it is already quite firmly rooted.

9 Replies 939 Views

I forget, what it is I did but all I know is that I had just finished researching Plasma I when a Dread Lord armada shows up on the edge of my space and there is nothing I can do to stop it. At the time all I had was small hulls with Lasers II. Like... 5 of them tops. I couldn't out-produce them nor could I out-colonize them. I just didn't know how to boost my production to such a level off of 3 planets. In Twilight, it's even harder because all the old exploits are now impossible

9 Replies 939 Views

Inadvisable. The scale for this game is large enough as is. Take a look at some Armada 2526 (or some similar combination of numbers) and pay close attention to its RTS component. 4X strategies in space are limited by the fact that they are so "limitless". The scale is simply too grand to make a comfortable RTS component that meshes with the overall TBS feel of the game. Another example is SoaSE. That game was a 4X RTS. Unfortunately, it relied too much on only one of the "X"s: eXtermination.

74 Replies 123,752 Views

I really don't know. There were ways to win the campaign that I could never figure out. It all hinged on getting the right techs and essentially following a nearly rigid build order. That's what I got at the very least from what I read on the GalCivII forums.

9 Replies 939 Views

Question to the devs and/or general speculation thread (though the latter seems somewhat limited): What will the Galactic Civilizations III campaign be like upon full release? I'm not looking for specifics here. I just want to know if it will be as difficult as the GalCivII campaign? I remember sitting down to it, getting about 5 missions in and being utterly unable to achieve victory in any way! Even on Cakewalk!!! I can play against Tough AIs on an immense galaxy and win

9 Replies 939 Views

[quote who="Lucky Jack" reply="45" id="3434357"]I think you have hit the nail squarely on the head in respects to why these discussions seem to continue only between a very small number of individuals to such a drawn out extent without the rest of us joining in: 1). They like sharing knowledge. 2). They like talking. 3). They like arguing, sometimes taking an apposing position they don't really have just for the sake of argument. Anyway, just le

58 Replies 32,759 Views

I wonder at how much of this the devs read and how much of it they actually decide to implement. Not to say they can't read or anything, I'm just wondering whether this would actually sway their design decisions in any way. From what I hear, the Alpha is somewhat set in stone for the time being and I am unsure as to whether or not the changes made to the Alpha tech tree will be too significant. We are in pre-Alpha as of yet, so I'm still open to pleasant surprises. It just strikes

58 Replies 32,759 Views

Do you think the devs would accept "Flatulanus"? If not though, I think I'd stick with naming it "Sede Purpureas" after that Purple Couch from Douglas Adams' "Life, The Universe, And Everything". Bonus points to Stardock if they make the star purple as well. Edit: Of course I have no idea if Sede Purpureas actually means Purple Couch in Latin, but this is what Google Translate gave me and it sounds legit so I'm good. (Besides I happen to know that "purpurow

335 Replies 389,983 Views

On another thread on the forums I saw something about how there should be research interdependencies on the tree. Example: Let's say you want to unlock Phasors which would be an upgrade to LasOrs, though you would not be able to unlock the possibility to research the tech without having first unlocked Fusion Power Recycling which would be a tech from another branch of the tree (under Planetary Improvements most like). So in short, you need to research Laser V AND Fusion Power Recycling be

36 Replies 37,321 Views

I can agree to that. Would deffs solve the problem of research waste (save for that one final tech [e digicons]XO[/e] ). I base my approximations btw off of the Very Slow research time setting in GalCivII. Where a tech could take me 30+ weeks to finish at an average of 40-50% tech spending. As a matter of fact, I would like to see even slower research times on the lowest research speed setting in GalCivIII. I breeze through the tree way too fast on any other setting and even Very Slow seems

58 Replies 32,759 Views

Having multiple trees where you can research one tech per tree doesn't really hold up well within the GalCiv framework. Keep in mind, the scientists are essentially performing research in city-sized facilities on technology that has to account for an insane amount of variables, keep them in check, harness them and then make use of those variables. The technology is complicated enough that it needs to be cross-referenced in different parts of space so as to account for different electromag

58 Replies 32,759 Views

[quote who="Tridus" reply="12" id="3433298"]If you think I'm overplaying it, I probably came off stronger than intended. It's something that I've seen before in other games and would like to avoid, but not a game breaking problem at all. Creating custom races is a nice thing to have. it it just may need to be shut off for meta verse and competitive MP games (sandbox and coop players won't care).[/quote] I don't really have a clear picture of how co

14 Replies 89,200 Views

[quote who="Tridus" reply="5" id="3433193"]The only issue I have with this is that people tend to game it. Figure out how you're going to play, take positives that boost that, and take negatives that hinder something else and thus aren't really a huge negative. It's a good way to min/max the system. Age of Wonders 2 was notorious for that (if you're playing as Life or Death, you could take the "Anarchist" penalty and it was really just free stats as it did absolutel

14 Replies 89,200 Views

To whom it may concern within the creative division of Stardock, I've been giving this a bit of thought ever since I first saw this functionality implemented in StarDrive (which was an unfortunate flop) and I was thinking that it could really shine within the framework of Galactic Civilizations II. And here I was, mere moments ago, casually searching Google for game sequels that I really wanted to see in development. And whadya know! GalCivIII is finally a thing! I

14 Replies 89,200 Views