Ok. I assumed this would be a general option to tell steam to install every beta patch as soon it's available, not that I have to manually fetch those patches. Thanks for helping.
yarodin
Hi everyone. I'd like to get the opt-in patches for galciv 3. But when I go to "properties" -> "betas", there's no option for a beta available in the dropdown. How do I activate the opt-in patches? Thanks
At the latest dev stream, they showed quite nice how overpowered fighters are atm. [video]https://www.youtube.com/watch?x-yt-ts=1422327029&x-yt-cl=84838260&v=X9g0lWrGKT4&feature=player_embedded#t=1403[/video] @ 23 min
[quote who="Casorian Emperor" reply="29" id="3518949"] Perhaps it would help if we redefined "fighter" to a ship type smaller than Tiny. Think of tiny hulls as big bombers compared to single or twin seated fighters. The new fighters would not be able to move away from the area/hex of their carrier. The fighter could only mount one weapon and it would be a "fighter" version of the normal weapon, with significantly reduced range and damage (perhaps only a 1/3 or at most 1/2 of the normal w
Ok, thx. I haven't played since beta 2 and even that not long enough to encounter this. I love to see the progress in this game but I think there's still a long way to go...
Hi all. With Beta 4, I had the following problem: There's a enemy planet with ships in orbit. When the planet switches sides to me (culture flip), that ship remains in orbit - still belonging to the other faction. It remains there, I can't attack it, but it's still shown in orbit, I can even try to upgrade it, showing me the upgrade window with the factions ship types but all disabled. Where as when one of my colonies flipped to the other sid
I'd really find cool to have some visual action on the ships - like blinking position lights, maybe some engine flarings or somethins like that, giving the scenery more live... the gc2 ships were nice but a bit statix. like plastic models. In additon to reflecting the ambience, this would look really good.
[quote who="NorsemanViking" reply="87" id="3424205"] Quoting WIllythemailboy, reply 84 Quoting Frogboy, reply 79For instance, the way star bases are being handled (we don't like the constructor spam so we're tying the star bases to their planets). Can't say I'm happy to hear that. I'll wait to see how it is implemented, but I can't see how any tied system can match the speed and flexibility of the constructor system. It's going to
[quote who="John1979" reply="21" id="3423640"] I would like to see some restrictions with ship upgrades. I am for some, obviously an crew is a capable of improving their own ship and dry docking it can lead to some major improvement, Navies around the world have been doing it for years. But some how maxing the number of improvements for a hull would force new production less a race find itself with an aging fleet. It might even change the balance of power as one factio
[quote who="XyanZero" reply="9" id="3422045"] Another way to look at it would be that all the ships you and the other players build represent the only military and civic based ships. No doubt there are countless civilian ships of all races flying around doing what they do in their daily lives. Just like in real life not every boat, car, and plane is the product of the government. I would even say that once a tech has been researched that technology will be available to these civilians a
[quote who="DivineWrath" reply="3" id="3421921"] The upgrade process don't always happen in one turn. Its can take several turns if the ships are far away from your planets and starbases. Considering that all ships have 1 hp in this process, they are quite fragile. Also the prices for upgrading is determined by rush buy rates, not by by the cost of building them on planets. Overall, you are paying 10x the difference (I think its the difference) when you upgrade. Often, it
[quote who="invertedrook" reply="2" id="3421918"] I would agree that rearming and refuelling in the middle of nowhere would kill the sense of realism that I find quite important in a space-strategy simulation which is, at times (due to that sense of immersion), more than a game in a similar sense to a focussing chess match (sex / some kinds of music is what I what I call 'fun'), unless that fuel could be generated by the ship's onboard power supply? Also, by refi
Hi. I'd like to propose a different wa y to refit ships in comparison to GC2. In GC2, y ou can refit ships ever y where, an y time. It takes one turn and mone y and the y are back. That disturbs me a bit, because it's not ver y realistic. How do I get the cutting edge militar y technolog y to the middle of nowhere? Where do the infrastructure for the major refit co
It was just a suggestion to slow down the Yor if they really could settle on every planet type. This would be a huge advantage during the first phase, so it'd need to be compensated. Slow population growth was just one possibility that ocurred to me. I'm sure there could be other ones I just didn't think of. When I play Yor, I see to steal/trade tech increasing my economy and/or population growth.
[quote who="Frogboy" reply="2" id="3419903"] One of the biggest changes you'll see in the AI is data mining. Simply put, player ship designs and tactics are going to be stored on the cloud so that the AI can do data mining on it. I don't plan to actually design the ships this time around but instead look at the stats of the global player force and pick from that. So the top Drengin player won't be the hard coded AI player I put in but more like the top
I find those tabs on the right upper corner far more interesting. Seems that you'll be able to research more than one tech at a time but multiple, coming from 3 different trees.
Ok, they ARE obsolete.
[quote who="Tridus" reply="1" id="3420543"] -stargates - the galciv lore talks about them often, yet we cant build them Stargates were obsoleted by Hyperdrive. There's simply no need to build clunky gates when each ship can go wherever it wants.[/quote] That's one side of it. Theoretically, star gates still make sense - if the gates are far enough from each other and travelling through them is instant, you can be much faster than with the hyperdrives. The drawb
On the GC3 screen: What's that blue sphere on the lower right corner?
[quote who="Lucky Jack" reply="134" id="3419826"] Quoting yarodin, reply 130Really parsecs? Not AU? Yep. Parsecs. 15 AU wouldn't even get you out of our solar system.[/quote] That's right - otherwise, a planet 30-45 parsec (2-3 squares) away from its sun would be a bit on the frosty side... ;)
[quote who="DsRaider" reply="21" id="3419837"] Quoting UnleashedElf, reply 144. The Yor would be unique. They're robots, so expanding on the GC2 theme would be nice. Special robotics too would be nice. I'd make them immune to being culture flipped, and to revolts, but say in return, they cannot culture flip or produce other culture. Good ideas but here are some more. The Yor are inorganic so they don't require food. Instead population is directly tied to manufactur
[quote who="Gaunathor" reply="129" id="3419681"] It's a supply constraint, because the range increases, the more life support modules are on board. Also, one sector is a square of 15 parsecs on edge, not sectors.[/quote] Really parsecs? Not AU?
Some more diversification would be nice. I don't see the problem of "too specialized" races, because the principles of the 4x remain as long as you keep the different tech trees balanced. A race able to colonize all types of worlds from the beginning (e.g. a robotic race) would be fairly overpowered at least at the colony rush phase. And I'm fairly sure that the race customization feature will stay in the game, so you'd have as much replayability as you want.
[quote who="WIllythemailboy" reply="101" id="3418619"] Quoting yarodin, reply 100 1. The "justifications" are in no way frantic. I find them logically or I wouldn't have written them. Sorry, but that's the tone your posts are giving off. [/quote] Sorry if it's how you're reading my posts. They weren't (and aren't) meant to be insulting, I just wanted to post valid arguments why mines are not completly useless, at least in
It seems as they are very different views of what "tactical combat" actually means in this thread...