[quote]I just had the most amazing idea for an expansion that would turn Galactic Civilizations III into the "Ultimate Strategy Game", Adding an RTS element to the battle viewer so players can controls their fleets and fight with them in real time against the AI or other players during the battles! [/quote]
charon2112
[quote quoting="post"] Well, yesterday I finally bought it and played a game. My thought while playing it were basically "this is Gal Civ II". If feels like it, looks like it, plays like it. Don't get me wrong, I have the highest respect for Brad and the entire Stardock team, but I don't think I'll be playing this game for long. It just lacks "the meat" to keep me inter
Why wouldn't he post it here too?
[quote who="Rhonin_the_wizard" reply="324" id="3515104"] Quoting charon2112, reply 323 I named mine after my daughter, but it seems to be screwed up when I look at the list of approved names. I named it "Rose020209" and in the list it says "rose020209 roselyn"...?? [e digicons]:([/e] <
I named mine after my daughter, but it seems to be screwed up when I look at the list of approved names. I named it "Rose020209" and in the list it says "rose020209 roselyn"...?? :(
[quote]Instead of having dozens of techs which give me +10%, just have a handful that give us +50% and take longer to research. [/quote] Hey, why not just have two techs and after you research the second, you win! I mean c'mon... [e digicons]
[quote who="dragoaskani" reply="4" id="3513114"] No starbases are valuable targets of opportunity. I feel they should easily be destroyed by anything bigger then a small hulled ship equipped with starter weapons. This forces you to have to decide if you want to allocate ships to defend them or not. I in no way shape or form want to see starbases of the power of say the ones in Sins of a Solar Empire for instance. [/quote] starbases are huge and should be extre
hear hear! [e digicons]^_^[/e]
Well then you should be happy. [e digicons]^_^[/e]
Remember though, GC is not a combat game. So you won't have minute tactical control over combat. For that, I'd look at another game.
I seem to fall behind early game when using them. Not being able to grow and build kills me. It would be okay if they grew really fast when you chose assembly, but they seem to grow VERY slowly, and all the while nothing is being built.
[quote who="peregrine23" reply="2" id="3512966"] While I'll agree that the hex cultural borders don't look the best, the alternative would be confusion over exactly which tiles are within your borders. Personally, I'll take clarity over pretty 10 times out of 10. [/quote] Not necessarily, Civ V has nice organic borders and uses a hex grid. It can be done well.
I would rather that stars turn into a star symbol when the map is zoomed out. I find the multi colored full 3d star models a bit distracting when zoomed out. Also, am I alone in not liking the perfect hexagon culture borders? I'd rather see something more rounded and organic.
[quote who="Bamdorf" reply="86" id="3512930"] But I think there almost inevitably has to be a problem when there are a LOT of AI factions. As in Civ, it is almost inevitable that some faction will snowball while they are completely out of reach. (With 99 AI opponents there will be many more than one, I suppose.) Which should make the game practically impossible to win as a single player, assuming each empire starts out roughly even. [/quote]
[quote who="Larsenex" reply="2" id="3511150"] but...and its a big but..ONLY if the same rules that limit me the (human player) also apply to the AI. [/quote] I totally agree with this.
I think they should be a bit longer and also repeat when they end, like GC2.
[quote who="Bamdorf" reply="4" id="3512791"] Well, I have a Microsoft wheel mouse, 2 buttons and a wheel with 2 additional buttons at the sides. In order to rotate a ship in the design, I had use the Microsoft Mouse and Keyboard Center program and configure one of the side buttons to be a middle-click. Then I could press this side button and rotate however I wanted. <span style="font
hold a mouse button and move to turn the ship, it doesn't get much more intuitive than that.
Flipping planets should have diplomatic consequences, threats and such...but shouldn't cause an AI to immediately attack you. If I'm playing a influence conquest game, I probably have minimal military anyway, so that would make playing an influence game very difficult if not impossible.
[quote who="erischild" reply="9" id="3512676"] As for the question of buying too early, I shelled out $100 for the free-content-forever deal. In my eyes, as a frugal shopper, you bought too late. [/quote] Me too, and when all is said and done, I think we will be the ones who got the most for our money.
[quote who="DivineWrath" reply="11" id="3512648"] If colonized at the time the tech was researched, then the terraforming would be queued the same way might the next level of factories would be queued if you just researched the tech. [/quote] This is what I meant, the soil improvements would queue up and build on their own.
I guess I'm confused by the way it's structured. There's regular square techs, and then there's rounded specializations, where if you click it it opens up into three. Is there any real difference between a normal technology and a specialization?
[quote who="Franco fx" reply="8" id="3512587"] Why not just turn off influence victory. I don't think it is a popular way to win anyway so why include it if you don't like it? Do they still flip if influence is not a victory option? If so that should be fixed. I doubt an influence victory would be easy with smarter level AI and a big map. I can see that it might be easy on a small map if you can hold off a smart, aggressive AI. Dumb it all down and any victory is easy.
I'm not 100% clear on how this system works, can anyone shed any light? Once I complete a specialization, can I later change to another of the three? Thanks.
I think I prefer the GC2 terraforming system more. Where it does it on it's own and for multiple tiles.