[quote who="Elestan" reply="558" id="3711833"] Quoting Frogboy, reply 556 Now, if UQM wanted to start engaging in commerce (i.e. making money) then we'd care (or Atari before us). That can't happen; UQM's artistic assets are licensed under <a href="https://creativecommons.org/licenses/by-nc-sa/2.5/"
Taslios
[quote who="SirPrimalform" reply="553" id="3711822"] Quoting Frogboy, reply 551 What would prevent a third party from having the Ur-Quan in their game would be the Star Control trademark. You’d need the trademark holder to cooperate. Hmm. But doesn't that mean that the UQM project
I've spent the past few days reading through the posts over there and a lot of people are of the mindset that the game without the original aliens just isn't even worth playing. A large number fear that with StarDock having the trademarks the UQM will eventually be shut down either when SD sells out, or when Brad retires and the next guy comes along etc etc etc etc... Part of me wants to point out that Atari technically could have shut down UQM
[quote who="Elestan" reply="528" id="3711756"] Quoting Taslios, reply 526 I have my suspicion that one of the two games will be supported long after it is released..... and the other if released will have nothing more than fan support. Stardock's long-term support for their games has certainly
Ya know... This whole thing does remind me of the whole Activision/Microprose Civilization spat from the 1990s... Microprose bought the naming rights from Avalon Hill made Civ.... Activision then bought the naming rights from Avalon Hill out from under Microprose (Avalon hill did this to a lot of companies... Battletech/RoboTech drawings come to mind) Microprose then bought the company that actually held the trademark for the ci
I don't see the issue with the Extravaganza removing the Port of Call from the build list. has this been fixed?
yeah... the one glitch in this if there is one is that his approval is at 100% while people are by game mechanics dying by the Millions due to over population... the morale on this world should be terrabad
Elerium is expected to be the most common resource Antimater the next most common even on abundant Durantium is expected to be the most rare. it will always be the most rare.
There have been other threads on this.... When you turn everything to abundant you won't get what you expect. The Game engine can only support X many static objects. if you set Everything to Abundant the game tends to roll over some of the settings to rare, or even none... You are likely seeing a lack of durantium specifically because you have everything set to abundant. Turn the things you don't want as much of to rare or uncommon
He's got that nifty little MVP symbol.... curious how he earned it ;)
I think you guys are missing the OP point.... This is not a glitch or a hack to beat the game... This took a rediculous amount of work to pull off in a... huh I wonder if I can do this thing that really shouldn't be done... Each colony ship requires an Administrator to build. The number of Colony ships he would need to ferry population from other worlds to this one to boost the population is probably significant enough that on
Thank you for your comments guys. I don't want this post to sound negative. GCIII has made massive strides and is a fun game that I've spent many many hours on. I just feel that especially at end game there are some areas that could use some tweaking to keep the game interesting and the player involved. I also think that new colonies should have more of a production/finance hit on a government than a moral hit...
.... what race are you playing? Tourism is currently less broken than it was previously, but it is still vastly over-powered....
I love the one where you discover that you are actually a simulation and try to make contact with the being running the simulation... the humor is really good. though I failed horribly and had my world blow up.
One other thing that would massively help balance the game... Planets should need to build like a port of Call or a customs office or something similar to tap into the tourism money. It is really game breaking late int he game where new planets gain hundreds or thousands of credits before a player has even built anything. new colonies should have higher upkeep.. and that upkeep should be mitigated by the government styles.... but never ever ever should a n
huh... so there IS a rally point thing... just hidden on the other side of the screen on a bunch of buttons I seem to have never clicked before... ignore point 1 Points 2, 3 and 4 still stand ;)
So the end game of Gal Civ ends up being more tedious than it needs to be. This is a list of very minor things that would make the game more manageable with less clicky redundancy. 1. In GC2 there was a set rally point button. In GCIII you can only set rally points from a ship
Odd.. here I was wishing they were more common. or some sort of government choice thing like them.
It appears to be tied to the Extravaganza building... not the actual research of the tech.
Hmmm, I saw significant influence drops every time I created a commonwealth... though thinking about it this could just be because of some mechanic that gives % of the total for the calculation of influence. As I said I need to play several more games just to put my initial thoughts into full focus. Mostly at this time the whole government system is very poorly implemented in my opinion.
As a founder I have gotten the to enjoy this game from the early beta all the way through to the current version and see the blood sweat and tears that have gone into it's development. It has come a very very long way. It is hands down a better game now than it was when it launched. I know it will be a better game in two years than it is now. However... it really feels like it is still a work in progress. It seems that the AI is n
Once I researched Galactic Cruise lines, I could no longer build the Port of Call building on any planets. (Founder so intrigue with all DLC)
It shouldn't matter the map size... the game should be able to do simple math and have each level of the governments give a % of total habitable planets... or up it to number of planets that a civ has the technological ability to settle on.
I'm holding judgement until they actually release all of the mechanics for Intrigue.... I suspect this is more balanced than it appears... I could be wrong however.
How is this a Game Killer? Freighters seem to be the only thing that goes beyond the range... and the AI does not use them for scouting so I'm just confused as to why this is such a big sticking point.