When it comes to moderators on Steam, isn't it dependant on what moderators are there? By that I mean, each forum has its own moderators, I thought. If the GC III team are mod-friendly, it doesn't matter what Steam in general thinks. Unless they override whatever Brad and co set up.
BuckGodot
[quote who="Lucky Jack" reply="17" id="3551779"] I think the problem here is not that patriotic is so overpowered (perhaps it is, but ...), but that the LEP is much too progressive on larger maps. It needs to be adjusted for the larger maps, especially the insane map. [/quote] Last I heard from Brad on this was that there would be researchable techs to minimize the LEP. How exactly this would work, and if this is still what they plan on doing, time will only tell. But
Has anyone here done the permanent boost to morale that the Malevolent trait provides to help offset this? I'm not quite at the point in my I/A/A/A game yet where I'm gonna be conquering fools. But when it comes, I expect it to help quite a bit. It's a relatively early trait as well (second tier, IIRC), so it's not like one can't get it early.
One has to be careful though not to "lock out" either casual players or folks who aren't taking "full" advantage of adjacencies and souped-up buildings by making buildings/ships too expensive. It's the classic problem of Power Player versus Casual Gamer (which is more of a spectrum, but I digress). Still, if folks think it is too easy to build things late game and/or think buildings and ships should be much more expensive, send your save games to Stardock so they ca
[quote who="Vidszhite" reply="14" id="3551329"] Quoting ArakisKhan, reply 13 I do not think I ever remember any 4x game that I played to let you push out more than 1 unit per turn. I do not even know why this keeps getting brought up. Endless Space does it. You can even rush buy multiple thing
The thing about "cheaty" AIs, nearly all 4x games have them to one degree or another. That Stardock is in the process of minimizing the "cheatiness" (or even eliminating it altogether) is to be commended. It is undeniable that some people have a pet peeve about cheaty AIs. I believe Frogboy is one of them. ;) OTOH the fact that the best-selling 4x series of all time (Civilization) is well known for its cheaty AI shows that it can't be that much of a game stopper. <p
[quote who="Ashbery76" reply="4" id="3551168"] I think players do not like cheat buffed A.I's. [/quote] I think that has [u]very[/u] little to do with it. The game is four days old. It's only natural for people to stick to the familiar/small until they get used to the game.
Whoops! Completely forgot about this as I was busy on my 74 faction I/A/A/A game. [e digicons];P[/e] Who was the streamer this time and did it get saved on their channel?
[quote who="charon2112" reply="1" id="3551163"] 83.6% of players play either tiny or small maps That's surprising. Am I weird that I like huge maps? [/quote] It could be that people will start with smaller maps/Terrans, get used to them, and then move on to other options. If they keep playing, that is.
"Realism" has little to do with it. Ships are defenseless during upgrades mostly as a game balance feature. Usually it's for when you upgrade deep in the reaches of space in enemy territory. That way you can't send out a lightly defended ship somewhere and turn it into a Death Machine in two to three turns. Well, you can, but you have to worry about someone tapping you with a pointed stick in response. ;) With pirates running around, it's also meant
There might not be many of them (seven in total), but now that I actually have a chance to play with them, they're kinda neat. :) Not gonna lie. I think my early favorite is the GC III logo. :D Until we get actual Faction Specific logos in, I think I might get heavy use out of that one. Did a quick addition to my custom Cargo Survey Ships, and it looks like this at the base level without anything else attached: [img]http://i.imgur.com/FaKTFbV.png[/img]</p
Nope, Rally Points Only. Sorry. :). This was something that was brought up quite a few times during alpha/beta, but the devs decided that not to include it. Maybe if enough people ask for it post-release, they'll add it in a patch. ;)
[quote quoting="post"] I didn't select a turn limit when creating a game, but there seems to be a default 999 turn limit. Playing an Insane map size, 999 turns is not enough. Is there anyway to eliminate/disable the turn limit entirely so that a conquest game on an insane map size can actually be played properly? [/quote] if you have already started a game, click the Victory button in the top left corner. There you'll see the progress so far for what
"Commanders" who gain experience and can be assigned from ship to ship to grant bonuses are one of the planned features for the first expansion. Still pretty sketchy on how they will be implemented this far out, naturally.
[quote who="EvilMonk3y" reply="15" id="3550638"] " Canceling a rush will now refund the player the cost of rushing the item and re-enable the Buy button." [/quote] Bit worried about the exploit possibilities with folks with the Colonizer trait: Rush your initial colony building for free. Cancel it. Rake in the sweet, sweet, free, cash. Mind, I'd probably want the free building. A lot of faction traits are pretty wild alre
[quote who="Arthmoor" reply="8" id="3550620"] So the campaign only having 3 missions available is a bug then? [/quote] No, it's only three missions. A beginning, middle and end. But there's been talk about trying to get the campagins from GC I and GC II added at some point so people could play them all at once. And there will always be more with expansions. And, who knows, maybe there will be DLC someday. More to the point, when
You do indeed need to meet up with 50% of the major factions before the countdown to the first UP meeting is triggered (in your case, 16). This can be... problematic for games with tons of factions. Something for the devs to think about, perhaps. Either lower the amount for games with lots of races/map size OR make it a set time, number of contacts be damned.
Not too surprised, actually. Day Two reviews can get pretty brutal as people get upset for not getting X/Y/Z/A/B/C, even if Y/Z/B/C were never promised/part of the game. But if the game is good (or what was problematic gets fixed), it should bump back up over the days/weeks/months. :)
[quote who="LordVirtuvian" reply="5" id="3550465"]How do I go about sending a ticket? [/quote] Looking at the patch notes it might have already been fixed, but for future problems, there is a Support FAQ here: https://forums.galciv3.com/452854/page/1/ At the bottom of that post there is info on submitting tickets. :)
Yes please. This one of the things I miss the most from GC II. Makes colonization and invasion plans [b]SO[/b] much easier.
[quote who="rrcottin" reply="51" id="3550227"]Patriotic is not the super ability I thought it was. [/quote] If you're talking about the Krynn, it was taken away from them just before launch. For being too OP presumably (or at least too OP when combined with Prolific). In fact no faction starts out with it, although it is still available to custom factions.
Well, if we're playing the "I'm ahead/behind" game, obviously the people who wait 'till 2022 or so will "win" when an "end of development" bundle goes out (as I am sure it will). Then again, there's the group who buys in 2025 or so when said bundle is 80% off (or more). c'course, you do have to sit a bit to "win", which some might consider a "loss"', but there you are. ;) That being said, and taking my ton
[quote who="00zim00" reply="5" id="3550182"] Quoting BuckGodot, reply 4 Huh. 38 gb freed, including the compressed folders. That's... That's a bit of space. [e digicons]8|[/e] Gee that's lots [e digicons]o_O[/e] ! well feel free to give me karma point
-GAH TRIPLE POSTED- [e digicons]>:([/e]
-GAH TRIPLE POSTED- [e digicons]>:([/e]