I think the Civ AI's did a really good job with the diplomacy area... while Ghandi was a bit um.... broken, they were very true to the nature and some were easier to beat than others. Civ did not always do the best job when it came to city placement or research. That said, with the three of you there discussing AI, I am sure GalCivIII will be much more fleshed out than it would have been otherwise. Awesome news!!!
Taslios
Sooooooo given how massively OP carriers were and the fact that the AI wasn't building/using them I pretty much just decided to ignore them for the past few weeks. Last night I decided to go about actually playing with them again. In the Ship Designer thread people are posting some insane fighter ships. yet I am not seeing how I can change the drones or even tell the game that hey I use Missles... equip yourself with photon miss
[quote who="Hamilmac" reply="17" id="3537804"] Quoting Taslios, reply 16 Within 15 turns I had flipped everything except their capitol. <span style="font-family: arial, helvetica, sans-serif; font-size: sma
ok, cool,
I think they need to specify by map size. Brad did say that anything over large is probably not workable for anyone with less than 8g or so of ram. I think they need to have a "system test" feature that can scan the user's computer and warm grey out maps that are too big for the system to handle. yeah, this might piss people off. but for testing purposes I am usually playing on large maps rather than insane and bigger, just becau
the opt in was 0.82 and the release today was 0.82.4 I am just wondering what they changed and if there is reason to stop my current games in the case that there is additional bug fixes between the opt in and the official release of the beta... what I call it is moot.
Can we just have better filters? Rather than moving the ships to the bottom of the list... can Selecting the User filter only show us designs we have made. Or perhaps can we have an "active" filter that only shows us designs we have currently in our fleets. I would much prefer a Filter feature rather than the current sort feature.
Did you add or do any additional fixes that would make it worth my while to start completely new games today rather than finish out some of the old games?
I think this is a good place to put in a list of features we feel need to be in place before the game is ready for release version. 1. Better auto command features. Auto Attack, Auto Defend, and a way to set up a patrol between two or more points if you so desire. 2. Planetary Events that actually work for all races. (synthetic races for example) 3 Mega Events like the PeaceKeepers, etc 4. Remove Ideology from Colonization and repl
alphaprior , you are arguing semantics when we say Factory 1, Factory two, and you say Factory, Android Factory, etc functionally there is no difference between them in the game. For each "factory" you get a base cost and a base production that increases with each version or addition you build on to.
The solution to that would be to Then Shut off the auto upgrade toggle and go to the all improvement tabs and select Factory 1 rather than factory 4.
yeah... um that's really strange... Stardock to fix this as the "news feed" on the main webpage seems to indicate that you are announcing the game stalls lol
Actually, econundrum1 makes a really good point. Honestly Stardock could just do both systems without letting the gamer know what is going on. Player has researched Factory 4 Factory four needs 100 production to build. Player is on a new colony with 10 prod
Have you tried adjusting the research rate in the game options page? I did a fast research game just to try it and it worked well. I suspect the slow will also work.
The Drengin did basically the same thing in my last game. They ended up with 290 Colonies when i was only at 86. They then got the overlord on each planet perk and they then came through and happily destroyed my fleets.. all while having -12,000 credits and no production and thus no way of actually taking over my planets. So I decided to go pure Influence (I expected this to fail but maybe I could take a few other races systems on the
One thing that a lot of people overlook is that the buildings being upgraded are still producing their item type. Factory 1 is working while being upgraded to Factory 2 and Factory 2 is working to upgrade to Factory 3... The costs are also applied against the end cost. so if factory 1 costs 10 production and factory two costs 30 production and factory 3 costs 60 production... the actual math for building factory 2 is 30-10(factory1) = 20 new production needed.&n
Oh i agree it makes more sense to have planets sponsor the starbases.. But the point of the constructor spam as stated by Stardock is to reduce the rate at which a player can build up their military. They must chose A Constructors, or B military ships. By linking the support of the starbases to the shipyards it slows the production down without having to do a whole ton of micromanagement. Mostly, it makes micromanagement a choice, rather than
Then make it fixed... the Shipyard that sent the initial constructor is the only sponsor. If said shipyard is destroyed a popup alerting you that a non-sponsored starbase needs looking at. you then select a new sponsor. If we cannot Change the sponsor then it becomes a bit more of a choice... do I set this to my super huge super productive shipyard and slow it down... or this other one that is really slow and make for a very slow upgrade pr
Simple fix... Sponsor Starbases WITH Shipyards. The more starbases you sponsor, the more it impacts how quickly you product things. This means for each Starbase we would build only one constructor. Once the starbase is made we would select a sponsor shipyard and then queue up the upgrades we want. The production for these upgrades would siphon off of the productio
Personally I would like it if it was bulk amounts... and gotten only when the ship "comes in" This would make the destruction of freighters more than just inconvenient. it would also have a historical connotation. Plus It would allow the player to build faster ships, or perhaps additional ships to make a route more lucrative. It would also make a route possibly play out and lower in value if o
yes... this is totally not needed. it already works empire wide...
I have my suspicions that the Ideology is only tied to the Colonization event for the purposes of testing in the Beta and it will be untied completely once the game goes live. That said, I would rather they tied it to how you did things in game. Have a major event like the galactic plague... if you SELL the cure, you get Pragmatic points for each trade you make... if you Give it you get Bene, &
So here's the thing.... I've put in 200+ hours of gameplay into Gal Civ III... I've yet to encounter my named star. I'm sure it is there... i've just not seen it. How many other founders have seen their star in the game?
Personally, I am still think that Constructors should be massive permanent ships similar to how GC II had Miner ships. Each starbase/Starport module would have a cost that would come from the total economy. 200-5000 credits depending on what they were and would take 1-5 turns to complete. Research and Ideology choices would make constructor ships faster and more efficient, Lowering cost (possibly to zero) and turns to build improvements. <
What you call secondary stats, I would say are actually more important in the long run of the game than the primary stats as they give the player unique ways of adapting to the differences between the races. Dregin get a bonus to soldering. When I play Dregin I do not NEED to fill my transports with as many soldiers. This means I can build more transports faster and take out more planets faster. On races that have +Growth, I can put in ex