Same here... I appear to have 1.6 but not Mercenaries...
Taslios
huh... my founder badge just vanished.... how odd...
I'd personally rather it be early next year then be released and unplayable... I suspect they found something that wasn't quite right and are working to fix it.
you guys.... you're doing it wrong. Brad reads these forums. He's totally pulling a J RR on us and is like... let them stew while I take my time. we need to pretend that we don't care or have better things to do. THEN he will release it.
define soon.... are we talking soon in a mayflie's life... or soon in the era or epoch scale?
[quote who="naselus" reply="16" id="3608180"] Quoting Taslios, reply 15 Balance issues for this game are insanely hard... in a small map stellar folders are silly fast.. but on the bigger maps it still takes FOREVER to get anywhere. That is kind
I agree... Or you know make the anomalies so heavily defended that you can't get them until very late in game... But yeah... In one game I had two Precursor Research planets... in ONE SYSTEM... Once built up they had insane research.
Balance issues for this game are insanely hard... in a small map stellar folders are silly fast.. but on the bigger maps it still takes FOREVER to get anywhere. a few thoughts. 1 Balance ship speed to map size. this is simple. Each engine component has a speed that is a base % of the radius of the map. Thus if the hyper drive moves 1% of the map then what might be one tile on a small map becomes p
Yeah... never seen it in game yet.... Would be cool if there was a way we could input a code into our game to make it so our planet was ALWAYS in every map but that's probably a pure pipe dream.
Another thing that might be interesting would be up-gradable shipyards... Normal shipyard.. can build up to medium ships large shipyard Can build up to large ships Megayard Can build huge ships Some of the Hyperion stuff could be moved to the shipyards themselves rather than planets.. Hyperion Weapon yard: All ships built here have a % higher weapons power Hyperion Defense yard: All shi
I have to say I'm shocked at the lack of discussion on future tech ideas....
this would be cool if the "ages" actually meant something.. in Civ the ages change the appearance of troops and buildings and cities and the whole interface... In GCIII the ages represent walls that prevent research.... nothing more
depends on what/who you are fighting. Pirates for example tend to only have laser weapons... so you only need shields if you want an anti-pirate patrol ship. Generally the best ship will have your best weapons and the best defense against whatever you are fighting. a well rounded ship is never a bad idea however as all stations and shipyards use all weapon types.
I've said this many times but I will rehash again here... I think the specializations need to be truely special and unique and lock out the other options. In the Engine research tree each time one gets a new engine type there is the option for specialization of Smaller/Faster/cheaper so just because you went smaller the first time doesn't mean you can't chose faster the next time or cheaper the time after that... <
I like sensor stacking... however... I want them to make cloaking or sensor jamming tech that will "hide" either whole areas in fog of war, or hide ships from sensors unless they are within x number of hexes...
One suggestion... Can we get the Production slider on the planetary level that lets us focus Civilian/Military rather than just the super project? There are times when i want to focus more on military or more on infrastructure... and making it so I can only be building ships at max if I am not building any infrastructure seems to defeat the whole reason we moved the shipyards off of the planets.
[quote who="EvilMaxWar" reply="3" id="3598180"] I think I miss the military - Social slider on each colony more than I miss the whole wheel. [/quote] This this this this. the wheel was nice for min/maxing early game. but honestly I would like a way to directly control how much my planet sends to any given shipyard.
To answer the question.. Once you research down the engineering tree a bit you can select the super project that puts excess to the military. until then you can use the three focuses to enhance building/research/money...
hmmm they should fix that.... or give them something in their tech tree that lets them nuke fighters... As it is they seem to be able to crank out ships very very fast so the weapons tech they have makes my carriers only slightly stronger....
So I started an immense map and ended up on the outer right side of the map. One of the first, if not the first mega event was "the Dread Lords" I'm like heh what eves... 30 turns later... "the Dregin have been wiped out" Hmm neat I've only encountered four races.... I should probably build some really long range scout ships... turn 150 "The Iridium have been wipe
Heavy Gravity was in GCII I was wondering where they went.... Guess this answers that. I suspect they should be a Tier 2 world type as significant tech would be needed to make them habitable.
drakkos137 Dear god please... If the AI is an Ally then we should be able to trade every turn and not have a lock out... but military aid is an especially good idea. 1.4 fixes a lot of issues but still has this one... I've got more ally ships in my territory than my own ships and
So my question... What is the difference between a "class 0" planet... and a Barren planet? Mercury is depicted as a rocky class 0 so is Venus in the game Saturn is a gas type 0 Stardock needs to add a descriptor to it's planets. Terran (rocky) planets... Aquan (aquatic planets) and Gas Giant planets... They then need a planet quality i
Why are you so negative on it? I played for six hours yesterday got to turn 300 and found that I really enjoyed the challenges that the improved AI brought to the game. The I never use the build governors for the planets but the focus seems to do pretty much the same thing as the old wheel did without needing nearly as much micro management. so I'm curious as to what you found when you played that causes you to be so negative?
[quote who="trims2u" reply="10" id="3594583"] Frankly, the best fix is twofold: Different tech branches for each specialization is too complex, and really too difficult to bother implementing. There are over two dozen specialization points in a typical tech tree, so unique paths for each are simply unmanageable. And, yeah, we need to break out the Extreme Colonization planet types as individual techs, not as specializations. This has be