bdtgazo

bdtgazo

Joined Member # 4766011
18 Posts 54 Replies 483 Reputation

In GCii, if I recall, we had more options for ship colors. We could mix and match at least. And choose our thruster colors. In iii, it seems like whenever I find a color scheme I can live with (not necessarily be thrilled with), the thruster color is awful. Also, so many of the thrusters blink/flash now, which I find terrible. Can we get some more options back regarding color schemes?

1 Replies 13,919 Views

[quote who="AdamMG" reply="8" id="3708129"] One other thing. Asteroids do indeed decay - but always give a minimum of 0.1 raw to its planet. One thing to keep in mind, once an asteroid has been mined it will automatically give its production to the closest planet by default. If you gain a planet later, which is closer to that asteroid, you can reassign it to the closer planet for less decay (and perhaps a well-needed boost on your new planet). [/quote] Aye,

9 Replies 42,111 Views

[quote who="AdamMG" reply="9" id="3708133"] On the ship design screen, the last tab is for fleet-wide (except for the thulium hit-point thing at the very bottom). The tab just to the left of it gives boosts for individual ships (as well as sensors and range). These components are unlocked with techs, the weapons are on the augmentation tech path. You can get speed boosts (from propulsion techs), faster repair (engineering techs), etc - all fleet-wide boos

11 Replies 42,740 Views

[quote who="AdamMG" reply="89" id="3708136"] I've personally not had any real issues with the food system as it stands. I like to play Aquatic a good portion of the time, and the long road to awesome farms is a nice part of the challenge. On the other hand, if there are to be limited tiles which produce food from the start, and only these can become farms, it seems that food will become a lot more strategic, and that is not a bad thing. [/quote] (Fellow Aqua

98 Replies 610,718 Views

[quote who="AdamMG" reply="3" id="3707649"] Farms are global - any food, no matter where produced, can be used on any planet. Pop caps start at 3, generally (5 for capital planets) - there is no max to adjacency boni, so that city can have a +250% on it, which usually means you need no more cities for that planet (unless it is an awesome planet). Buildings will always list their adjacency bonus on a mouse-over. The Space Elevator does not give to Population, s

9 Replies 42,111 Views

[quote who="AdamMG" reply="7" id="3707841"] Regarding fleets. Augmentations do stack. So with (for example) 20 logistic, you can place 2 medium and 5 small ships. If each of those small ships boosts kinetic damage by 10%, your medium juggernauts do an extra 50% kinetic damage each. Just make sure those boosts are fleet-wide, or they only affect the ship they are on. [/quote] How will I know if the boosts are fleet-wide? Does the tool tip in

11 Replies 42,740 Views

[quote who="admiralWillyWilber" reply="1" id="3708022"] I'm guessing by little red trainers you mean generals yes. The transport is not consumed when you conquer a planet, so if the legions survive they are reusable, but i don't think you can change the number. Legions are civilization wide until you load them; either, on a colony, or on a transport. [/quote] No, not generals, I mean the improvements. Thanks for the info!

5 Replies 36,846 Views

At war! I stuffed 10 legions into my first transport. No legions left. Doh! So I started building those little red marine trainers. Are legions banked colony wide like food? Or does each planet make its own, and you have to taxi them around? Are legions consumed on invasion, or can some survive to fight another die? Are the little red trainers the only way to produce legions, or does each planet naturally produce them over time?

5 Replies 36,846 Views

Just to be clear about asteroids: there is no distance decay on them? +1 raw production from each? I could get +100 raw production on 1 planet from 100 asteroids? Glad I finally found this manual. I had no idea we could become privateers! That's perfect for one of my races! And espionage. I've just kind of ignored its existence so far. But that might explain why I'm lagging so far in tech. There is so much to explore. Its reall

13 Replies 278,645 Views

Okay, I discovered my issue with cities. Its 4 food collected per civ, NOT colony. Doh. I finally noticed the little food icon on the top of the screen. So I've started converting more colonies to purely agricultural, and destroying farms on economic colonies. Meanwhile I'm fighting a war on two fronts, my empire is a gigantic C shape, which pretty much triples my defensive line, and I'm way behind in techs still. Gah.

11 Replies 42,740 Views

1) Is number of admins from trained citizens capped? It looks like it is, but I'm not sure. Haven't gotten there yet. Would be good to know. 2) Cities still. I've finally built them, but I'm not convinced 4 food is the only requirement, nor am I convinced you always need 4 food. Maybe there's a bug? I think happiness is involved too, btw. 3) Adjacency guide? I wish each improvement listed what it would benefit from. Sometim

11 Replies 42,740 Views

Great game. Good work guys. Best version of GC iii yet, making one of the best games ever even better! I haven't played since we got the Snathi, so some of my comments may be outdated: The new playstyle is so much better. Admins + new production/adjacency mechanics + resource mechanics completely revamp how to face the game, and make planning much more complex. I'm two days in and my play still isn't optimized. (I wish each improvement exp

30 Replies 171,504 Views

[quote who="AdamMG" reply="1" id="3707394"] 1. You are correct on pop caps - ... [/quote] Well, I ended up getting Crusade too. I'm enjoying it. I think GC is currently in its best itineration. Kudos! It *did* take me several hours to redo all of my custom civs, resizing portraits particularly, but oh well. Also, figuring out how to make a city was a real pain. I still am not posi

9 Replies 42,111 Views

[quote who="laws2150" reply="6" id="3707047"] Quoting dlapine1, reply 5 I have a link to the wiki with more detail... I think this is the Wiki link . It's a very good explanation of ship classes. As dlapine1 s

8 Replies 79,360 Views

Hello 1) I'm back and playing again for the first time in a while. I noticed my populations are hitting caps. Then I noticed cities. So, it looks like the population has a base cap, which can be increased by cities (and other improvements?), as well as a max cap based on planet quality. Is this correct? 2) Food production is now a soft cap on population? You need X amount of food to reach your current population cap? I missed

9 Replies 42,111 Views

How many of those custom civilizations have new ship style, new tech tree with new improvements and new abilities? Right-o. I am not a founder, so haven't experienced the expansion yet, but imo, those alone make it worth it. The mercs are just a bonus. By the way, I just noticed for the first time, the other day, that when you zoom in you can see the drones mining and see the next ship being worked on in the ship

55 Replies 95,956 Views

I have a question about the precursor events. The ones that give a bonus to defenses or weapons... is that for all ships including future ones, or just current ships? And does the bonus stack? 3x beam bonus is nasty, especially once you start hitting 100+ beams on a single ship with 100% take down. Is the bonus applied prior to the random roll, or after?

19 Replies 21,044 Views

The ratios you are getting seem odd to me. I have been using the map editor lately, but before, it was pretty rare for me to get a ratio that low, and I play with abundant in tight clusters on insane. Even your getting 17 planets in 15 systems seems low, dead or not. I've had bad starts like that I guess, but not consecutively. Did you restart the entire game between attempts? Just wondering.

17 Replies 59,085 Views

(adding a couple more just as examples on how to post) 2) Have the AI use military scout ships that are fast with long range scanning 3) Clearing out enemy fleets before moving transports in, and not weakening fleets by putting a transport in it

10 Replies 35,083 Views

In effort to assist Frogboy with his AI improvements, please post below any tactics you use that the AI does not, or any tactics you see the AI using that you think could be improved or should be abandoned. Please proceed your post with a number, and let's try to keep the numbers continuous from one post to the next so its easy to navigate through them and/or discuss them - although lets try to keep discussion here to a minimum. 1) Using const

10 Replies 35,083 Views

On tactics: I don't know if will actually post this reply. From a programming perspective, tactics is more about making a list of specific things the AI should do and could do. Ironically, though, while I am unsure whether I will post this, I think its more what Frogboy is looking for than a discussion of strategy. Maybe a new thread simply called "Tactics" should be started where people can list tactics they use, or bad AI tactics. <p

150 Replies 729,863 Views

So I would prevent the AI from upgrading military ships except under very unusual circumstances, or at least have a more common sense equation involved, one that included distance from nearest shipyard, turns to build a new ship, and distance to nearest opponent. Then the AI could use all of those credits to purchase techs. Another strategic factor is diplomacy - as, again, was already pointed out, or asked, why doesn't the AI lie more? In my current gam

150 Replies 729,863 Views