I think that repair is way too slow - for large ships, it can take hundreds (I'm not exaggerating) of turns to repair a ship. Recommendations: Make repair a percentage over time, like say, 2% away in enemy space, 3% at home, and 10% near a friendly planet or starbase, allowing ships to quickly repair. The Iconians would need their "repair on the go" abilities buffed.
UnleashedElf
I would recommend contrary to the posts above, letting the AI cheat. The AI should get some production and money bonuses. It is struggling with colony management and getting its empire set up quickly. The other issue as raised is that the AI needs to be building up their production buildings right away.
[quote who="rossanderson48" reply="76" id="3543965"] Modders are freeloaders that use DEVELOPERS design and tools to modify a game. They are hardly professionals and most likely do NOT test what they have made many times over or use others to test the BALANCE issues of what they have done. Graphic modders are another thing and I have no qualm with them. But, those that change number around and core things that are possible to change I will always be leary of and so should everyone else.&
[quote who="Ashbery76" reply="1" id="3544914"] The early beta battles looked MUCH better as the ships were at much longer range.It looked epic Now they start too close together.It looks stupid like in GC2.. [/quote] The ships need to start further apart. I would like to see things like a better AI put into place - ex: if I have mostly missile weapons and the speed advantage, the optimal thing to do is to try to kite. &
Does anyone have a big chart of the major differences between the racial tech trees? Just interested to see which parts of which races excel at what.
One problem with multiple modules is that you still need to spam when upgrading parts - you still have to manage all of the constructors. It's less intensive, but still can be micro heavy.
[quote who="tgallo" reply="20" id="3524336"] How did you do that? I would like to know. [/quote] Sorry about the necro, but I was able to do this via modding. [quote who="Thecw" reply="25" id="3524400"] The ship by UnleashedElf does not have 1500 logistics points, but 1500 mass points
Another option may be to allow building another constructor to be the option to "hurry" production and normal starbases to again, be like planets in that you queue the modules you want.
[quote who="Franco fx" reply="10" id="3536230"] I still want more and better ways to deal with constructor and star bases, but I have to admit that the more I use the send constructor system the better I like it. I have learned that any constructor that I build must be used to build a new starbase/mine. Then I order the constructors needed to upgrade and forget it. It might not get built as quick as I would have built it but with a little patience it gets done without all the previous
I suspect that a bigger file in this day and age is probably not a big problem. On the other hand there is the advantage of standardization if the community mod is used. On that note, I think that most people have probably moved on to GC3 beta by now, so activity is probably much lower than in the past.
I know that this is not the only thread on this, but I think that way too much time is spent on starbase construction. I'd argue there's more time being spent on starbases than on planet management and ship construction combined. It gets to the point where it detracts from the enjoyability of the game. What is needed is a simpler system. Otherwise, late game in large maps ends up being bogged down on starbase management. I propose somethin
As it stands, it's too easy to flip over enemy planets. It doesn't provoke the necessary AI response. The AI does not respond with its own culture or something else like a massive military response after a certain point. The issue is that it's possible to win a culture victory without really trying - you have to suppress culture for other types really. The first problem is that the AI intelligence ne
That does seem like another option - peaceful assimilation. Age of Wonders 3 does have a similar mechanism, although I wish there was more depth to it.
Would it be possible to give this game some degree of Steam Workshop integration so that it is easier to mod? This could be an expansion idea as well. It would make installing/uninstalling the mods a lot easier and a lot more seamless than just XML files.
Should I move this discussion off to a separate thread, seeing that we are taking up one dedicated to modding?
Right now the problem I see is that all they have is a lucrative planet. That's it.
One of the thing I've noticed about playing SK is that with the minor factions, each of them has something unique. You want them to be on your side - or if you conquer them, you get some lucrative resources. I propose giving each of the minor factions in GC3 something similar - give them some unique power so that they aren't just a one planet pushover and perhaps some incentive to make them your allies (ex: an empire wide bonus or a constant supply of some
Out of curiosity, what are Dread Lord bodies like?
Totally OT, but it does seem like this game has become less active right now - as has the modding community. I presume most have moved on to SK or something else?
[quote who="Bamdorf" reply="63" id="3530193"] I have seen a phenomenon repeatedly in games in which one thing or another was considered vastly overpowered. Then, people figured out how to counter. Then all of a sudden people screamed that they needed a boost! I think the best approach is about what SD is doing. Give people lots of choices about how to build stuff, and then let them duke it out in real pvp type battles. And then see what the si
They need to be like the ones in Sins - with enough upgrades able to stand up to a sizable enemy fleet. That and they need to be potent enough that they cannot be ignored. In exchange, you get what you pay for and they are static.
I'd still want weapon sizes - smaller ones are good vs fighters and bigger ones have bonuses against larger hulls.
What there need to be are weapons sizes I think with small, large, and medium weapons each specializing at certain targets.
I would agree that starbases at the moment are not fun an can be micro intensive. What is needed is some sort of way to automate the process even. The other issue I see is that the starcbases survivability is not good later in the game.
At this point, I think that there needs to be something that can help make the game more interesting. Perhaps more minor factions trying to expand and that become as potent as full scale players would help make the game more interesting early game? Or space pirates or something to fight? Perhaps something special for large maps even?