Stalker0

Stalker0

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

[quote who="Derek Paxton" reply="16" id="3539440"] 1. It makes the selection of which branch you are taking much more important. We like decisions that players stress over, you want A and you want B, which will you pick? 2. It improves re-playability. You may play the Terran every time, but different specialization picks can dramatically impact the way that game goes, and your abilities. [/quote] I appreciate getting an official response on this topic,

127 Replies 399,446 Views

[quote who="Mohobie" reply="3" id="3539236"] Ship roles are defined by their value and components. For example, if their ship has a high defense value it will be taking a defenders role. More about this is on their dev streams. You can tinker with the designs in game and it will tell you as you add or remove stuff what role it will take. Ships with different roles have different tactics while in battle. For example assault ships try to take out support I believe. I guess the best w

13 Replies 126,943 Views

I think this was a great guide for beginners or people new to the series, good job! That said...this doesn't begin to answer my questions:) My main question is around combat. We haven't really heard much about how combat works in Gal Civ 3, and from snippets of dev conservation its pretty different. Also one possible error: The guide says you place influence starbases in your enemy's territory. From what I've seen so far, i

13 Replies 126,943 Views

Thought this one deserved its own thread. I know influence received some nerf in 5.83, but either it or benevolent needs another hit with the bat. Won a culture game as Terrans on a medium map by turn 105 against gifted AIs, and it was cake. I was locked in the corner as Terran with only 4 planets to my name. 6th in power, I was not too impressive. I got the missionary buildings to start building up some influence, then got the 100% bonus to my homeworld's i

9 Replies 3,134 Views

[quote who="androshalforc" reply="2" id="3539190"] dont forget the pop-pruduction curve it was originally posted as y=2.1*x^.75 but i think some of the numbers have been tweaked a little bit this is still a good rough estimate essentially 15 pop = 16 production 20 pop = 19.8 prod 30 pop = 27 prod 40 = 33 <b

4 Replies 21,507 Views

[quote quoting="post"] Are there any benefits to having a large population/high growth besides being able to load transports and colony ships more frequently [/quote] I can answer this one for you. By default, a planet's Manufacturing, Research, and Income yields are based on the population of the planet. So for example, if you had 15 population on a planet, and 100% went to research, then you get 15 research point

4 Replies 21,507 Views

[quote who="androshalforc" reply="41" id="3539164"] actually i disagree here its not a choice its the illusion of choice i can pick up A now and B later or i can pick up B now and A later thats not a choice in the end i still have both A+B wheras you must choose between A or B now thats a choice you need to think hard do i want this or that knowing i cant come back and get the other choice later [/quote] A few notes here: 1) Unless a player gets thr

58 Replies 256,268 Views

[quote who="Taslios" reply="27" id="3539036"] I think everyone has seen the Venn Diagram that has three circles, "Fast, Cheap, Quality: Pick one... Every day we choose to give up one thing to do another. [/quote] While this is true at any given moment in time, ie that you cannot have the extremes of speed, cost, and quality all in one package, if you look at technology advancement as a whole we do in fact "get

58 Replies 256,268 Views

I like most of the changes, but I'm not a fan of the tech specialties being exclusive. I remember it was like that in Alpha, and changed because....its just not as good. They will need some strong rebalancing to make them equivalent....and for what reason? Let people spend their research getting all the specialties if that's what they want to do.

127 Replies 399,446 Views

I'll admit I don't like the pirates killing me in anomalies. I already have to go down a research train to make more surveyors, they survey pretty slowly early game. I don't think they need to be hunted as well.

8 Replies 7,312 Views

[quote who="androshalforc" reply="15" id="3538960"] Quoting Stohrm, reply 12 AI's have been taught to play Chess; how hard can it be to teach it to place a colony capital amongst the largest cluster of tiles instead of off by it's lonesome (where none of it's benefits can be utilized)? <

31 Replies 118,667 Views

Though I would strongly prefer a change to the system, I will note a few improvement to the current one. 1) I hate the various offense / defense / sensor modules. For 90% of my starbases, I never need them. Only my fringe starbases do I worry about their personal protection. Ideally, I would rather starbases just auto update with newer weapons / defense tech. Another option, let me add a "weapons module", and it has the best strength reflecting by my strongest w

86 Replies 305,408 Views

I will start a running total of feedback in this thread: 1) Performance: Nothing seems optimized to me, so far every aspect of gameplay seems slower. It takes a little longer to navigate the map, a bit longer to select anything, game loading seems to take as long if not longer: in general I feel the game is now slower than previously (note I haven't gone to any bigger maps or anything, generally stay on medium maps). Update: As of turn 190, my performance is

5 Replies 4,354 Views

[quote who="Wer900" reply="34" id="3538888"] Sensor range is, in theory, infinite. We already have telescopes that can see almost to the edge of the observable Universe. But we lack the resolution to directly observe planets near us. Improvements in resolution, not range per se, is what sensors should be viewed as. [/quote] The way I picture it is that sensors see faster than the speed of light, due to "technology reasons". Ships can move fas

61 Replies 228,551 Views

One of the other issues I have with starbases is that there are several modules I often do not want. Examples: The Perimeter scanner or many of the defense modules. For fringe starbases, these make perfect sense. In the middle of my territory, not so much. However, it is easy to forget and to add modules to a starbase that have to go to these "useless" modules. I would like a more automated version of starbase upgrades, and would want to ensure I can tur

86 Replies 305,408 Views

[quote who="Larsenex" reply="12" id="3537943"] Yea I like the minor boost to Armor across all defensive stats. I say keep it. [/quote] Do we even know how defenses work in Gal Civ 3? I don't actually know how strong getting a little of all 3 defense is.

51 Replies 207,419 Views

Currently, I don't see the point of sensors on most ships. What I generally do is create "sonar buoys", basically cargo ships with nothing but sensors on them. A few of these can see who quadrants of a medium map, ensuring nothing gets through my territory without my notice, and its far more efficient than placing sensors on all of my ships. In addition, because of the buoys, I never feel the need to get strong sensors. Even the basic ones provide plenty of

61 Replies 228,551 Views

A few more notes: Some protection needs to be put in place for the command that lets me upgrade all of a certain type of ship, or at least a very big warning. I dropped into -20,000 credits at one point because I did an upgrade, not realizing the consequences. I love DL Bradley's diplomacy portrait. His eyes look so dark and malevolent, and then a few moments later he looks up and its warm and friendly. It perfectly highlights the dichotomy of the terrans ri

2 Replies 4,202 Views

[quote who="Gauntlet03" reply="3" id="3536114"] First, why is using our Shipyards for building military ships and the occasional colony/freighter a BAD thing? Do we really care what our shipyards are doing per-se? All we care about is effect no? [/quote] I completely agree here. If Shipyards only build military ships....then fine, no problem. But lets not use them as a crutch for what is currently a somewhat clunky system. I will also echo

86 Replies 305,408 Views

I wanted to check, does combat work the same way as in Gal Civ 2? I especially want to doublecheck how defense works. In Gal Civ 2, you got the full number against the right weapon, otherwise you got the square root. So a 9 armor, 9 shield, 9 chaff ship fighting missiles would get 3 + 3 + 9 = 15 defense If fighting 15 missile attack, 15 defense would negate it for the most part, with some damage getting through. Does

3 Replies 8,392 Views