Spark026

Spark026

Joined Member # 3585106
3 Posts 52 Replies 142 Reputation

1st Iridium Corporation (If their Influence buildings get debugged) Love their ship style. Like their economic preference. Hope Income production becomes a more viable strategy or at least more useful in certain situations. 2nd Krynn Like their back story. Will enjoy playing the Influence playstyle if/when it becomes balanced to work well with larger maps. 3rd Terran

15 Replies 91,288 Views

The economy is by far the worst core feature of this game. I realize that the more hardcore 4x audience isn't the avg customer, but in its current state, the lack of strategic decision making(mainly due to the economy) is going to really hurt this game on release. I've posted a thread here on the 15:1 Manufacturing v Credit Ratio that is in large part to blame: https://forums.galciv3.com/463887 Changing

36 Replies 82,695 Views

1) The AI appears to know exactly where the habitable planets are located. I could see this being a fine perk for the AI on the hardest of difficulty settings, but it seems at bit unfair on the lower settings. This may not can be fixed right away because currently the "Explore" algorithm seems to just search for empty space, not for nearby stars that haven't been explored. So perhaps some work into a new "Explore - Stars" algorithm is needed. 2) In previous patches the

14 Replies 25,382 Views

It being a UP resolution is fine, but it's the current lack of diplomatic actions that can be taken by the player prior to that, that is disturbing. I want to be able to say this to the AI: "Remove your starbase at once from our area of influence(within the next 10 turns), or we view your discretion as an act of WAR!!!" 10 turns later I get a notification(X Faction has not removed their starbase. Shall we DECLARE WAR?) --> "Yes, we shall beat the heathens back!!

57 Replies 20,645 Views

I don't get a lot of the arguments against the Open Borders or Declare War options. First, Influence starbases have to boost one of your own planets, so no I don't care that I can't put these directly in their territory. Granted, Influence bases should probably be changed, but in current form putting them in someones territory is a worthless option. Second, the AIs diplomacy is just too bad. If they take a resource starbase while I'm fighting a war to ext

57 Replies 20,645 Views

It says they get an adjacency bonus on the text tooltip, but they do not actually receive the bonus in your Influence calculation. For ex: You have an Iridium Store, and a Lvl 6 adjacency bonus; so it should be a +8 Influence total, but instead you will only ever get +2(from the building base stats), because adjacency bonuses do not work with these buildings. Edit: And just to make it clear, there isn't some phantom calculation going on in the background that you can

5 Replies 8,019 Views

Yes, you must have been who asked when I watched the stream last week. And I agree that they have a lot on their plates leading up to launch, which is why from now until the 14th I'll only be posting MAJOR bugs/flaws. ---- This is a major flaw because it vastly reduces the strategic decisions that need to be made in a given game. Your competent 4x audience will find these flaws in a matter of days, and potentially lambaste the game in reviews for having such an un-

3 Replies 6,596 Views

To the original topic. I agree that it should either take Open Border or a Declaration of War to build starbases in another factions area of influence. The best solution to the problem that's currently available is to try to buy the starbase from them, unless you prefer to take it by force. To side topics: Economic bases are under powered. If it's suppose to be a decision between expansion or building more vertically with constr

57 Replies 20,645 Views

This is another topic that's been talked about a lot, but is still a MAJOR flaw in the games economy. It's been brought up on stream before(1 week ago), and he seemed shocked that it could possibly be 15:1, when this has been reported for months. ---- Reason why 15:1 is so broken: 1) Net Income buildings, and any other building that increases Income should almost never be built; You're better off destroying ships and rebuilding them, then wasting Cr

3 Replies 6,596 Views

I've reported the following bug of adjacency bonuses not working multiple times, but I feel it deserved it's own post because in the current state of the Iridium Corporation is completely unplayable in a competitive sense. Having NO ADJACENCY BONUSES is equivalent to having a 2000% NEGATIVE MODIFIER by the end game. The Buildings: Free Market - No adjacency bonus; Upgrades to nothing;(Perhaps should upgrade to Iridium Store) Iridium Store - No ad

5 Replies 8,019 Views

I don't think the behavior itself is the problem. It's the AI's management of the colonies after they found them. There's a lot of settings where this kind of colonizing strategy is absolutely necessary(where habitable planets are much rarer). ---- The AI needs to do a few things when colonies are first founded: 1) Move Manufacturing to 100% until at least 8 buildings have been completed, or all tiles are filled(whichever comes first)

3 Replies 4,020 Views

There will be a manual of sorts. BUt the main resource will be the wiki, which both the developers and the user base will create. Specific info like the stats of Drone ships given certain technologies researched will eventually show up there.

4 Replies 1,954 Views

I can't speak to 5.3, but on 5.2 the Tier 2 carrier pods(Assaults and Escorts) do carry all 3 types. With everything unlocked the following stats: Assaults - ~60 Attack in all 3, ~30 Defense in all 3 Escorts - ~30 Attack in all 3, ~60 Defense in all 3 Though everything with carriers still seems pretty subject to change. The mass of the pods is going up for sure. Don't know if the Attack/Defense stats will be tweaked as w

4 Replies 1,954 Views

I fail to see a reason for what you are asking. I get that we all find ourselves on different sides of the realism debate from time to time, as what seems realistic to one person, may break immersion for the other. The only thing I can think of, is that sometimes shipyards can spawn in odd places, and if taking in-game distance literally, appear just as far away as neighboring planets(Mars like). --- But since you can move the production slider to buildin

9 Replies 7,681 Views

Just use Quick Start to generate new map with same settings. The "New Game" tab has been bugged from creating new maps for many patches.

2 Replies 2,827 Views

Well I personally love that's it now actually a "specialization", and hated that something that clearly wasn't a specialization in the previous builds was referred to as a "specialization". Now if they can just make the decision a hard one. Making there not be a "best" choice is pretty much unavoidable by definition. Just make it close! ---- On the Habitable Planet settings, Rare wasn't really "rare" anymore. So it needed a change. Now if we can just get Ra

127 Replies 399,433 Views

Same. On Excessive, Influence has very little effect. Especially if you want to play with Uncommon or Rare Habitable Planet settings. It's obvious these kind of setting make Influence expansion extremely difficult. But I would like to see modifiers for Habitable Planet setting, as well as world size. I have a feeling once Influence is nerfed, it'll only be viable on the smaller half of map sizes. It will take some serious scaling to make it viable on Excessive

9 Replies 3,134 Views

[quote who="Icrushthee" reply="16" id="3538621"] Regarding the constructor spam and starbase building; 1. Do starbase bonuses provide diminishing returns? I'm confused about the posts above sorry. No diminishing returns, they just don't stack. For ex. Starbase Factory is +5% Manufacturing --> Then you add Zero G Scaling +10% Manufacturing; The Starbase

42 Replies 48,477 Views

[quote who="Franco fx" reply="9" id="3538598"]I am not getting you on this. The econ ring bonuses are not enormous but they are worth building and the relic bonuses are huge. [/quote] I mainly think the Econ starbases are at least a little too weak. Granted, making the bonuses additive may be too much, but even a 5% boost to the high end would somehow make me feel better about them. A 20% max boost to Manufacturing, Research, and Gross Income just doesn't quite hit the mark for me

42 Replies 48,477 Views

1) Could you share your thoughts on the ship sensor debate on this forum? Basics of the issue: Ships have been shown to be able to see as far as 79 spaces away as early as Turn 50[Excessive map], and can potentially reveal almost the entire map with 1 Ship later in the game. This invalidates all other forms of vision[Starbases mainly, and Planets]. Read the full debate here: https://forums.

42 Replies 48,477 Views

Think of it as the UN stepping in to try to stop your "reign of terror"! [e digicons]:grin:[/e] Seriously, I don't mind it being in, but it can't be random. This should only happen if the race being conquered is in very good relations with the race it's surrendering to, and that race is in fairly near proximity. --- It'd be kinda of cool if some of the time the AI surrendered to the pirates. Not as if the pirates are another faction,

51 Replies 207,416 Views

I'm not sure where I stand on the mechanics of building Starbases. I don't really mind the micro personally, but I can see where it could get cumbersome if building lots of Starbases was actually an efficient thing to do. But my thoughts on Starbases as they stand currently: -A very inefficient use of resources(Maintenance reduction coming patch 5.3 will help, maybe) -Prototype weapons aren't really in yet, so there's not even a mining rush(No ear

86 Replies 305,404 Views

I totally agree that Influence needed changes and that it was far too overpowered, so I look forward to change. However, I'm curious to see how this plays out on Immense, Excessive, Insane maps. Even with the current system, getting a flip was rare. I don't want to see the "Krynn" playstyle be impossible on these larger maps. I'd really like to see modifiers not only due to map size, but also based on Habitable Planet Rarity. If it's set to Rare the

6 Replies 2,317 Views