erischild

erischild

Joined Member # 4577343
39 Posts 1,283 Replies 1,193 Reputation

[quote who="emil3" reply="3" id="3549205"] Well make it an option? I think its insanely annoying and unrealistic :/, civ 4 allowed it, among other 4x'ses [e digicons]:)[/e] , in a game that makes such a big deal out of specializations of planets, you should be allowed to produce multiple stuff per turn [e digicons]:)[/e] . Also why can't you build the higest level of a building first any longere? I miss that from galc civ 2, and why are all prod and resarch building pe

52 Replies 66,818 Views

[quote who="drakkos137" reply="19" id="3548544"] Quoting Seilore, reply 1 7. Of course "negative", I did say "angry", right? Anger is healthy, it shows I care. Thanks for all your support, guys. [e digicons] [/quote] Anger against injustice shows

28 Replies 120,027 Views

What it means is people are still learning the combat system and the devs are still tweaking it. You do not know in advance how it works. You get to learn by doing. Make fleets, put them in battles, come back here and tell us all what you found. That is part of the fun of a brand new game. Nobody is an expert yet. Illuana pointed to a video of how it worked in one instance. Did it tell you anything?

21 Replies 37,579 Views

[quote who="AlLanMandragoran" reply="58" id="3547696"] Why does sticking multiple sensors on one ship increase the overall range of the sensors? [/quote] Because it is all fantasy physics in the first place. People seem willing to posit FTL travel and doom rays, but not additive sensors based on an unspecified technique. And then they argue about it passionately. I heard my kids arguing the old Superman battling Batman concept, when one of t

233 Replies 1,012,450 Views

I have not found the governors useful yet. Some examples: I can't put the shipyard on repeat for transports because it drains my population. So, I intersperse transports among the other items in build cues so the turn count isn't too short between transports. I end up having all shipyards on manual control. If there is a different way to handle this, I haven't found it. If I tell all shipyards building a mk3 cruiser to build the new mk4 crui

52 Replies 209,337 Views

What I want is to see is the data and conclusions Brad gets from those collected games. That could be very interesting. First, you teach the AI the fundamentals. That is what is happening now. Then, you let the AI execute the fundamentals with nano-management, a turn by turn examination of every planet, ship, shipyard and starbase. (or whatever database you think needs to be checked) You know your AI is never going to actually be as c

29 Replies 85,991 Views

When a constructor ends its turn with no moves left, it can still perform a "Construct" action. This may be intended, but it does not feel intuitive to me. A possible side effect of the above: A constructor is flying blind across the empty gulf between two areas of influence. It can, at any time during your turn, be selected and told to perform a construct action out in the middle of nowhere. It is very handy, but I don't think that is intended at all.

1 Replies 2,713 Views

I had to figure out whether to do Founder or Beta. Chose Beta because of lack of money. Talked myself into it, found the money, and upgraded to Founder. Have loved it ever since. I didn't get to use my chosen star name, and the founder's vault was underwhelming, but the rest has been a fun and wild trip. Stardock provides a unique insight and accessibility that shows a deeply committed customer focus. I still can't believe Brad letting peo

17 Replies 947 Views

Immense galaxy, 4 majors, handful of minors, challenging. Altaria is dominating the stats, has declared war on me, and is taking planets. I have a comeback planned, but the fact that I have to come back in the first place is impressive. Actually beat a colony ship to a planet by one move point. I was so pleased with myself. They are definitely aware of the colony rush. I haven't lost by one turn yet, but they have definitely beat me on several occasio

2 Replies 2,577 Views

[quote who="Malabolg" reply="17" id="3547372"] I can't help but feel it's a bad sign that working out how to build up a planet is this complicated and counterintuitive. [/quote] Just the opposite. It shows that there is lot of interaction and approaches available. Therefore, intuitive actions work out for intuitive people, and those who need to analyze it down to the smallest point can do that, too. If it were all obvious and intuitiv

21 Replies 49,738 Views

[quote who="ArakisKhan" reply="5" id="3547469"] That's how I know its time to stop playing GalCiV3, when my mouse hand starts to go numb. [/quote] I learned how to mouse ambidextrously. Took a while, but it worked. I switch off when one hand gets tired. I have a wireless mouse and I just switch it to the other side of the keyboard. Impresses the gamer friends. But between work and GalCiv, I had to do something. :)

11 Replies 9,432 Views

It seems necessary to point out that immersion-breaking is always a subjective threshold. This is not immersion breaking for me, certainly not enough to redesign a core decision in the combat model.

4 Replies 4,513 Views

It is simple. The slider distributes the main body of your production. When you don't have any improvements to build, the projects give some fraction of your leftover social production back. Each project gives it back to you as beakers, culture, or credits according to your choice. It is not meant to be an efficient mechanism, just a way of keeping you from wasting all your hammers. Avoid it when possible. The exception may be birth subsidies, but you s

20 Replies 15,808 Views

If you play as synthetic, doesn't something other than food determine max population? I thought that was why there were two different concepts for food and population.

3 Replies 15,601 Views

[quote who="Mohobie" reply="5" id="3545809"] Bump. So who's gonna do it? [e digicons];)[/e] [/quote] I think the answer is, "Go right ahead." ;)

13 Replies 33,201 Views

[quote who="Folgra1" reply="137" id="3545843"] It doesn't make sense to me. We don't have shield technology today, but you can bet major countries are researching better armor and better point style defenses. Same with weapons, all three types are being researched. I could see specialization being used to make research along one line quicker and maybe cheaper, but the other lines should be available. If someone wants to spend time being a generalist, he/she will have to deal with

156 Replies 662,811 Views

The capacity versus cost decision is a wonderfully subtle decision. I have dealt with that consideration in many situations, both in real life and various gaming situations, and it is always a tricky decision much less obvious than it seems. I do not agree with the decision that strategic decisions need to be so in-your-face obvious. I like the subtlety. I guess part of the subtlety is the ability to spark fervent discussions on the forum. I like the idea of a cross-

4 Replies 18,798 Views

Behavior: AI fields tiny attack only ships. In early game, the AI puts out tiny hulls with attack only ratings of 2, 4, or 8. They are glass cannons at best, not even good enough to handle pirates. I think they should wait for a balance of offense and defense, or at least a minimum of defense, before fielding ships. And they should prioritize the defense a bit more as part of that. It is possible they already have those kind of evaluations, but they don't a

73 Replies 272,809 Views

Similar to what you did. It's a balancing act of competing priorities. I haven't seen any signs that they spawn new starbases. I have never heard of AI using our sensors. I have seen pirates act as if they lost sight of my colony ship.

5 Replies 13,352 Views

[quote who="Franco fx" reply="1" id="3544117"] I just don't get it. If a few people post that something or other is OP, somebody or somebody's at Stardock seem to over-react. Surely by now they know by now that everything is OP to a few people. [/quote] I just don't get it. Something goes strange and it has to be an over-reaction from Stardock as if none of them knew what they were doing. Surely by now, you know they are ac

13 Replies 16,393 Views

In my opinion, what we really need is exponentially more expensive ships and buildings. Techs, too. It should never be possible to have a maximum ship in one turn. It could be so big and powerful that it isn't practical to use it, but it should be possible to make yet another behemoth. Just maybe only slightly better than the last. Set it up with a system of diminishing returns from improvements and let the optimizers in the crowd have at it. It's fun to

19 Replies 38,457 Views

Acension crystals have no effect other than contributing towards an ascension victory. Asteroids have no effect other than to host durantium deposits. I also use them as visual landmarks.

4 Replies 29,587 Views

Sounds like bad luck with the RNG all right. It could also be that you need to be more aggressive about expanding your range. That affects what you find a lot. T If you were truly isolated, it is my understanding that they are trying to balance that in the map maker. It is quite a task across all the map settings and they are still tweaking it. They could probably use a support ticket with a game save showing how lop-sided the distribution was.

9 Replies 19,351 Views