I think that there should be some very powerful late game ideas for stabases so that they end up like Sins, where they are very powerful ... at a price of course.
UnleashedElf
To be honest, I would love to have each side have its own unique tech tree like Twilight but that would require a lot of work. Imo, this game needs a successor like GC3 was for GC2 and a straight up successor, not something like Sorcerer King which was something completely new.
Congrats! Yeah I think that the bulk of the community has moved onto GC3 by now, but it's nice to see this mod being maintained.
Congrats on v9 for Rebellion. [quote who="soase-maelstrom" reply="1631" id="3607204"] Hi Sinperium , glad you are still about! I'm still here waiting for Sins 2 (64-bit) ... [/quote] Yeah I think we all are on the same boat about this. I wish they would as well.
Sorry to necro an old thread, but I think that we need a major expansion with different tech trees. I'd also be open to unique weapons and defenses for certain races too.
Could we have another potential precursor colonization event where missiles can be buffed as an option? We have (with the "Evil" choice) Durantium Cloud: Buffs mass drivers by 5% Precursor Accelerator: Buffs beam weapons by 10% Precursor Treasury: Adds 10% to all weapons Could we have a missile based Precursor upgrade as well? I'm thinking in large maps we might end up with mult
Around the middle of the game, I do see the player often skyrocketing past the player in capability. I think the AI needs stronger bonuses, and they should react dynamically. By dynamically, I mean, let's say the power score between the player and the top AI: Start of game, AI has X bonus (based on difficulty level) Let's say then if by turn A (turn A should be adjusted for map size) AND player >= top AI p
Off topic, but I get the impression that by 2020, we're going to need a GC3 variant of this at some point. It is still very early in the development cycle of GC3, but I think it's probable. The good news is that it is a 64 bit game, so there is a lot more potential for development. The AI though I think is the current weakness of GalCiv 3. I also am not a big fan of the micro-ing with starbases, which now play a larger role.
The diplomatic penalty for pursuing a research victory is still there even when the research victory is still turned off. Much like how in Elemental: LH, the attempt to build the Towers and the Forge of the Overlord would trigger a penalty, there seems to be a penalty in GC3.
Has anyone been able to get Autopager to work on the Stardock forums? So that one does not have to "click" for each page?
I'd argue that even with the request constructor, it is still too micro intensive. Proposed solution: Allow a planet to sponsor a starbase the way it does a shipyard. While the planet is sponsoring a starbase, all military production is diverted to that starbase (ex: it cannot sponsor the shipyard). The fall off penalty should be a bit smaller than for shipyards (say within 10 tiles of the planet then -10% per tile after, so 20 would get 0 spo
Right now the tech trees are very similar amongst the races. We don't see that many: Racial unique improvements, projects, and things like wonders Only a handful of special techs (could use more than that) Limited special parts for ships or anything along those lines A "theme" for each race (Ex: in Twilight, the Drengin looked much different than say, the Terran) I think that looking forward
Not sure if there is a way to move this thread or if I should make a new one if the Future Ideas section.
[quote who="RaumWaechter" reply="2" id="3574527"] Yeah, the tech trees are not unique. You change some names and make some stuff appear earlier or later and adjust some numbers...that is all. No special weapons, no race specific ship parts or diplomatic options, nothing. Just a focus on more influence or not etc. [/quote] Yeah I used the XML to take a look and it does seem like work is needed here. I will leave this as feedback for SD.
Is there a way at this point to compare the Tech Trees? I know GC2 had a tool where comparing the different tech trees of the different races was possible. Edit: The tool was Galactopedia . Feedback for Stardock: I think at this point, the different tech trees need to make each race more unique. Right now there, isn't as m
SO I suppose we need: 1. A minimum repair rate (probably larger ships should get a larger minimum repair rate) that is much higher than the current one 2. All buffs to be percentage based (ex: at least 2% per year) 3. Modules for starbases and planet improvements.
[quote who="Primal_Savage" reply="882" id="3547383"]er than SK. Would have been epic (legendary?) to release an expansion on the 2nd anniversary, which is, according to Steam, May 22nd. Considering I was planning to release my next version on the 29th, maybe I should aim for the 22nd? XtraDeconstruct 1.8.f. - Beyond Legendary Heroes [e digicons]^_^[/e] [/quote] I was thinking what kind of game it might have been had they put th
To be honest, I would have preferred it if they made a giant expansion for FE: LH rather than SK.
[quote who="androshalforc" reply="15" id="3547253"] i wouldent mind seeing it be repaired as a percantage but i think the 2-4% is still really low if a ship were dropped to 1hp that would still take 50 turns if its hp was 100 or more i think the base should be at somewhere in the range of 5-10% have a race trait that adds 5,10% a module that adds 10% fleet (does not stack) and another 10% from being near a shipyard or military starbase &nb
It does look like you have to do it. There do seem to be a few oversights here. 1. Synthetic should give a few basic technologies - not necessarily as good as the Yor tech tree. 2. Perhaps the Yor tech tree should be better too for non-synthetics if the option is enabled. 3. Synthetic/non-synthetic races should only ask for the tech they can benefit from.
[quote who="Primal_Savage" reply="874" id="3546948"] And this place is as dead as a doornail as we're getting close to 6 months without a patch! [e digicons]:grin:[/e] I'll probably not be on much next week, so I'd say 1.8.f. won't be coming out until the end of May (e.g. 29th sounds like a target...). [/quote] I would imagine most have moved on to SK or GC3.
As indicated, I'd like to see repair converted to percentages. The other thing to see would be: 1. As suggested, a starbase module for repairs 2. A planetary improvement around repairs
[quote who="Publius of NV" reply="1" id="3546932"] Do you think it's still too slow when the ship is repaired faster in a planet orbit? [/quote] It is somewhat faster, but still too slow I think.
[quote who="JorgenCAB" reply="20" id="3546519"] I don't like abilities such as Patriotic that get rid of ALL penalties like that. Patriotic should only receive half the penalty or something. Abilities like that can be abused to a very high degree, pretty much the same problem as the Engineering trait before that was changed. [/quote] I think it's fine as is. You want something to be good enough to be "worth gett
Is it a good idea to play the game as synthetic while not using the Yor tech tree? Would you be at a huge disadvantage?