Stalker0

Stalker0

Joined Member # 3557745
90 Posts 405 Replies 20,760 Reputation

I think my biggest problem with the sensor system as is if I only interact with it a few times a game. I build a few sonar ships, park them....and down. I never think about sensors again, I never touch them. Personally if we go that route, I would rather all ships and starbases get default sensor ranges based on your sensor tech, and then remove sensor components entirely. I might actually pick the higher sensor techs then:)

233 Replies 1,012,634 Views

[quote who="Illauna" reply="41" id="3542157"] I'm sure Stardock would want feedback if their are any specializations that should not be. They should make you think. They should not have 1 must have and 2 no way in hell choices. [/quote] For anyone who wants to debate weak or strong tech specializations, here is the thread: https://forums.galciv3.com/463742/page/1/#3542017

156 Replies 662,923 Views

I liked the old system, but I've made my piece. We do need to work on rebalancing the specializations though, as is there really isn't a choice for many of them to me.

156 Replies 662,923 Views

[quote who="Illauna" reply="9" id="3542116"] Because they are much harder to destroy. [/quote] Nope, just stick your sonar ship inside the starbase. Now its as hard to get to as the starbase itself.

233 Replies 1,012,634 Views

I reported this in my full comments thread, but I thought this one deserved special mention since I hadn't seen anyone else reporting. The AI's so far to me are pushovers in this version. They don't declare war, don't aggressively build mining bases, they are extremely passive in the last 2 games I've played, and that was on a tough galaxy. Anyone else notice this?

1 Replies 7,131 Views

General 1) Anomaly provides a +25% bonus to fleet range...seems like a big bonus! 2) Earthquakes event: Pragmatic and Malevolent Options seem too harsh (-25/50% growth is a pretty big penalty) 3) If a building or unit has 1 turn remaining to build, and a rush buy another thing, the 1 turn remains. I feel like it should build both things. 4) I think the new starbases might be just a tad too strong. I would rather see them grow a bit with each modu

0 Replies 6,203 Views

[quote who="Nathan E" reply="41" id="3541090"] The game could be changed so that declaring war isn't needed for destroying starbases. It would cause a small diplomatic hit only. I think another 4x game uses this mechanic. [/quote] Endless Space used a "cold war" mechanic. Inside your borders, vessels in cold war with you could be shot with no penalty. Only with formal peace were the borders locked down.

57 Replies 20,605 Views

[quote who="Frogboy" reply="26" id="3541074"] er, what core feature do you think 1.0 GalCiv III is going to be missing? The AI will certainly be feature complete. It'll be feature complete in beta 6. As for in game help system, I am afraid I don't know what you're looking for. There will be an in game tutorial. [/quote] I think we are all just getting ansy as all we have to go on is 5.3. Just get us 6.0 soon and w

36 Replies 40,610 Views

AI settling planets smack dap in the middle of my territory = free planets for me through culture flip. Some additional ways to get ideology other than colonization. Way too many default ship templates every time I get a new tech. Making sure if the AI declares war of me early on they have fleets to back it up. I will get war declaration early in the game, and simply not care even against godlike AIs...as they don't yet have fleets that can kill my minimum starbase

69 Replies 263,470 Views

[quote who="ForesterSOF" reply="11" id="3540944"] Listening to Paul they have a month of work to do in 3 weeks. I expect a very very tired Paul by launch. [/quote] Hehe, when I saw him on the Friday Dev Stream I went "how does that man have time for this, give him a nap!"

36 Replies 40,610 Views

[quote who="Frogboy" reply="27" id="3540675"] Reminder: your areas of influence are NOT political boundaries Even though aliens and humans act like it is. Between human players and AI players complaining about trespassing I am glad we made it a United Plantes proposal (what you want is one of the UP proposals in game). [/quote] While True, I would argue that the region right around planets should be considered "sovereign territory". If the AI's starbases a

57 Replies 20,605 Views

I don't have issue with the AI securing resources around the map, its just a difference resources strategy. I do agree with the idea that a colonized planet should exert some kind of "get off my lawn border" for starbases, as then those enemy bases don't just take resources, they prevent economic/cultural bases of my own.

57 Replies 20,605 Views

The Hyperion Shrinker gives ships built using the planet a bonus to capacity. A few questions: 1) How does that work with multiple planets. If the planet provides just 1 mineral to the ship, and another planet provides the rest, do you still get the bonus? 2) How does the extra capacity help me? I get more mass, but how do I get the mass onto the ship?

6 Replies 17,877 Views

As the game is theoretically leaving beta soon, its probably the last chance to address any core issues with the game (its maybe past time but no time like the present) When I say core, I don't mean bugs, and I don't mean balance issues. For example, I think influence is too strong on small maps right now. That's a balance issue, easily addressed with some number tweaks. Core issues to me are areas where the game is "going in the wrong direction". The gameplay itse

9 Replies 44,862 Views

[quote who="Surge72" reply="1" id="3539454"] Isn't this exercise a little pointless considering Paul said he is redoing them all for Beta 6? [/quote] Its a way of letting the devs know where we think the imbalances are at.

11 Replies 40,090 Views

So in Beta 6, specializations have become exclusive, meaning that once you pick one, you can't go back and pick up the others. My biggest concern with this is tech balancing, in order for the system to be useful the choices must be very close in power. Else, people will choose the same ones over and over again. So I'm going to go through and rank the specializations as I see them currently. People are then welcome to chime in or completely disagree!

11 Replies 40,090 Views