[quote who="Gauntlet03" reply="7" id="3574335"] Honestly I kinda feel like we should have REAL borders, and then also INFLUENCE area. Real borders would be quite tight, say, the standard Starbase area of effect, but around every planet. Whilst influence is just that. Could just a have a more transparent version of the border for one or the other to represent on screen. [/quote] I don't understand how real borders work in space. The only real borders
erischild
I don't know what to tell you. That is exactly what I do to the AI and feel no shame about it whatsover. They have the same options you do, make me stop or shut up about it. ;) In the latest game, one of them has declared war. I am not sure it is because of the back settling and borders violations, but I am sure they didn't help. Are you expecting that in an MP game I would honor your borders if we didn't have a treaty? Se
link Here is a game in turn 254. What bothered me was how little the AI expanded, how little it fielded war ships, and most of all, the fact that there are still pirate bases in AI territory at turn 254.
Yes to all of this. This is exactly my anecdotal perception and analysis. These little tweaks alone would greatly improve AI performance. It would add synergy to a lot of other tweaks being made, too. I know I can plan now for terraforming I will do later. I can even do a quick terraform now before putting in a block of improvements if it puts some key building in just the right adjacencies. But all of that is a lot to ask from the AI right now. The
Keep up posting about this, please. It will be interesting to see how it works out. Nice concept.
My trick is to attempt to verify the local cache. That sometimes triggers a download.
[quote who="pendrokar" reply="7" id="3573004"] Quoting erischild, reply 4 I figure if I download a bunch of different ships with different equipment distributions, then as I explore the tech tree, I will get different designs available. That will be fun. Fun is one thing you might except. The
Sorry, double post
[quote who="Yeller123" reply="2" id="3572874"] I think the reason is that a template is always useful once you've unlocked the hull size but using an outfitted ship requires you to get every tech needed for its modules plus enough miniaturization to make it all fit. A lot of people would never see the ship they downloaded if it wasn't a template. Edit: Also, if you like the look of weapons or other modules on your sh
So far, there are two of you. ;)
The only mod in place was one that removes the background nebula, and it was disabled. Since the game was crashing on my end I submitted a support bundle with ticket #EQJ-980-62894.
The problem is your examples all swing on good vs evil. GalCiv3 isn't supposed to do that. It wants to be good vs evil vs pragmatic, with pragmatic not being the same thing as "neutral". All three are in conflict with one another. At least, that is what I am hearing in the discussions. One way to handle this would be to introduce similar ideology based UP resolutions for each path. Any one of the three paths that reaches domination of the UP can try to
[quote who="hardcore_gamer" reply="3" id="3570228"] Quoting sophontteks, reply 1 I think the deal is that the AI is going to be good. Its not good right now. Oh, how often I have heard game devs say things like that! [/quote] Yep. However, I think yo
Just to pipe up, I build lots of different types of constructors. I build double constructors, triple constructors, far constructors, fast constructors, and cheep constructors. One faction has two cheep constructors pre-designed. One is based on a cargo hull, and a cheeper constructor becomes available with small hulls and some miniaturization. When the cheeper constructor becomes available, I obsolete the first one and make the new one the default minimum constructor.
[quote who="The_Biz" reply="9" id="3569864"] in a world where the developer has infinite resources... exploits are things that they would remove from the game strategies are things they would not remove [/quote] Best reply yet! Perfectly specific and subjective at once!
I have always spoken up for the variety of Founder's star names. I think we did a good job. :) However, when all the modding settles down, I am going to get a couple of star lists to put in, especially the older GalCiv lists. I think the Founder names work better as Easter Egg type things. They are just too prevalent. If I were Stardock, I would just patch in all the old names. However, it has taken several games to finally see my named
[quote who="Echillion" reply="14" id="3569648"] Comparing GC3 with GC2 is moot atm as GC3 is at v1.03/1.1 whereas GC2 was ended at 2.04 with 3 DLC's and multiple patchs [/quote] I understand and agree with te point being made. However, some comparison seems valid if you are looking at GC3's growth. For lack of a more comparable standard, GC2 will have to do. From what I know of comparison techniques you could easily set up categories
I advise at least downloading a ship or faction or two, just to add to the overall workshop load and usage. I uploaded a ship model just to see if I could do it.
[quote who="Space Cadet Stimpy" reply="1" id="3569053"] Just think of them as the SJW's of the Galactic Civilizations Universe; prepared to take offense and be outraged at a moment's notice, and prepared to destroy that which has offended and/or outraged them in heartbeat. [/quote] As a self described progressive I take immediate offense. Prepare to be destroyed as soon as I figure out how to make text either lethal or subatomic. I really
It seems like you are exploring the four branches of the tech tree. One of them is named "Engineering" and will let you build various things for your ships. You are on the right track. I don't know how to do links within the forum, but at the top level is a pinned post named "Helpful Links", There is a manual there. Also, the manual is available in the lower left corner of the game's Start screen. It should help you with many of your q
Tactical combat has been discussed thouroughly, passionately, and repeatedly. I am surprised a search did not find a reference. It is not in the development schedule and is basically ruled as not part of the intended GalCiv gameplay. It is, however, a great subject for starting bitter arguments. There is some sort of commanders system coming. I have no clues as to what it will contain. I don't think they will have a lev
I see them inside my borders less, but I have not seen any patch changes addressing the issue. Personally, I don't worry because I violate their borders all the time. Seems only fair that they do the same.
If you have a brief question, post it here. Maybe one of us can relay it into the chat stream.
I seem to have gotten a new patch just now. Any patch notes for that?
[quote who="peteincary2" reply="27" id="3567982"] Quoting adamb1011, reply 26 It's an exploit. If you choose to play with it, and find the game easy, then I'm not sure why you are surprised. You do know what multiplayer is, right? [/quote] Yeah,