wuphonsreach

wuphonsreach

Joined Member # 5663893
16 Posts 83 Replies 1,584 Reputation

Right now, if there are multiple ship stacks in the target hex, I believe that it uses 1 move per assault. Perhaps it should use up (fleet logistics) x 0.1 moves. So a large fleet would use up 5 or 6 move points upon attacking, making it harder for that large fleet to then move quickly to attack another hex on the same turn.

1 Replies 4,594 Views

Being limited to just (6) trade routes (mid-game) on an Insane map seems a bit anemic. Those low trade route techs should probably give 1-3 routes based on map size, and the upper level trade route techs should give 2-4 routes based on map size, with a target of about 20-25 trade routes once all the techs and bonuses have been researched for the largest map.

3 Replies 7,632 Views

Stardock should probably set a flag that says "this fleet was manually named", then preserve that name no matter what happens to the fleet. Or let us designate a particular ship to be the fleet commander, and attach the name to it. Personally, I don't bother naming fleets as we: Don't have a way to search for fleets by name in the ship list Ship crews don't gain XP

7 Replies 8,297 Views

[quote who="naselus" reply="7" id="3603884"] Doubt it's hardware; if he's only started getting the problem since last week's update then it's much more likely MS released a bum patch that disliked something that was already installed in the PC. Again. [/quote] Probably a bum patch, but it could also be that drivers are now getting loaded into a dodgy section of RAM due to updates. And power supplies do go bad over time, which leads to all sorts of fu

14 Replies 11,105 Views

Ideas for additional achievements: Winning on the map sizes other then insane. Winning on a game with the full set of AI races. Winning using the various victory methods on normal difficulty. Winning using the various victory methods on maximum difficulty.

0 Replies 3,476 Views

Ship designs are kept in exterior files so that you can reuse them between games. You may want to just synchronize your entire GalCiv3 folder under MyDocs using a tool like Unison / SVN / etc.

5 Replies 15,127 Views

[quote who="Bruce Hake" reply="7" id="3603671"] Your problem is almost certainly low population. In other words, you haven't built enough farms and hospitals, and you haven't researched enough farming techs. Population is directly equal to raw production (times bonuses). If your population is too low, your production is just too low, and no amount of tweaking will fix it in a reasonable time. Better to start a new game and spam farms. Some people say spam fa

49 Replies 60,071 Views

Also consider running Prime95 from Mersenne.org. It will stress your CPU/RAM in ways that very few other tools will and often uncovers instability that others miss. My general rule-of-thumb is that if you can run Prime95 overnight without any errors, then you're probably in good shape.

14 Replies 11,105 Views

Well, the save files end in ".GC3Sav" and are found in C:\Users\USERNAME\Documents\My Games\GalCiv3\Saves So as long as you copy the saves between that location on your personal and work computers, you can do it. How you choose to do that is the fun part. Dropbox, Seafile, Google Drive, Subversion, sneaker-net...

5 Replies 15,127 Views

Right now, when you click "request constructor" it just makes one up from scratch, with a single constructor module. Because of the micromanagement required in managing starbases, I believe a lot of players will have designs with 2/3/4 constructor modules on them to reduce the number of ships required. Or they will have constructors with extra engines for speed and faster delivery (I know I do). So when I click the "Request Constructor" dialog, I want to be presented with:

1 Replies 18,107 Views

One thing that I've noticed is that the AI seems to always pick the same specialization options in the tech tree. That makes things a bit bland and boring and makes it less worthwhile to attempt to horse-trade with everyone so that you have all (3) specializations. A characteristic of lesser skilled players is that they make sub-optimal choices. They don't understand what things are worth and will undervalue / overvalue various choices. There is a lot of expe

7 Replies 9,863 Views

One potentially easy reduction fix for starbase spam would be to increase both their exclusion area and area of effect (for economic) by a large amount. When you play on the larger map sizes, the center of your empire is stuffed to the brim with economic starbases on every available tile, averaging about 3x starbases per planet if you have close together colonies. For more spread out empires, you can pack as many as 5 starbases per planet which makes the problem much worse. <

0 Replies 4,328 Views

[quote who="Nilfiry" reply="2" id="3603360"] This is the reason I do not bother equipping my bases with defenses or weapons. These are simply a waste of constructor points because a fully loaded star base is still just cannon fodder for medium or larger ships (1v1). I usually just protect them with ships. [/quote] That's the main complaint in a nutshell. Even if you spend a dozen or more constructor points on a starbase, putting in more defenses and offense, it&#39

6 Replies 10,498 Views

One of the frustrations in a space-based 4X game is lack of "borders" and the inability to control those borders. This goes all the way back to the MOO2 (Master of Orion II) days where towards the end of the game, no home world was safe at all and you had to constantly move a home fleet around from world to world whenever you detected an inbound invasion fleet. There was no way to interdict, slow-down, capture, force engagement on those fleets except by being at the spot where the

5 Replies 10,299 Views

Starbase defense and hit points are too low in GC3. Early game, starbases are competitive, with 200 base hit points and 4/8/12 defenses and 4-16 offense. But once large hulls get unlocked, starbases are just sitting ducks, even if you invest in offense/defense. - Defensive modules need to be ramped up by about a factor of 2x, giving you the ability to have a starbase with 60-100 defense (for each damage type) in late-game for non-military. - Offenses probably nee

6 Replies 10,498 Views

[quote who="Publius of NV" reply="2" id="3582743"] Edit: on second thought I'd rather see the birthing subsidies end and the planet go back to building nothing so that it will show up in the queue of inactive planets. [/quote] That's the better fix, and how I expected it to already work (sad that it doesn't).

4 Replies 14,596 Views

Some sort of coloring would definitely be useful - or icons - especially for the "specialization" techs. Maybe a "lock" icon for one that restricts a future choice and a "key" icon for one that opens up a past choice. I think the "# of turns" information should be added as a suffix to the title of the tech as presented in the trade list. That would give me an idea of how costly a tech is (but not how valuable it is to the AI) to research.

2 Replies 4,898 Views

Yeah, overlays with basic symbols and labeling would be a much desired feature. We also need the ability to filter (dim) objects on the main map view so that it's not so cluttered and we can quickly highlight the important things. I've been (ab)using rally points to keep track of where my Ascension Crystal bases are.

3 Replies 6,141 Views

It's evidence that either the economy is a bit over-powered in terms of how much money you can make (i.e. a balance issue) and/or that the AI does not put enough value on things. The AI should definitely put a much higher value on fully-developed worlds then it does now.

20 Replies 100,747 Views

A few other ideas for improving the mega event DLC: - Make sure that the Dreadlords / Peacekeepers start with competitive tech, instead of a fixed starting point? - Once exterminated, DLs/PKs can reoccur later (with a gap of at least 100 turns?) - Maybe DLs/PKs get reinforcement fleets that appear on the edge of the game field, in the same general area, with frequency determined by number of inhabitable planets? The idea being that one of the six sides of the pla

4 Replies 7,019 Views

Yep, I had Space Monsters in one of my games -- I assumed it was just one of the custom factions that I had downloaded. Currently fighting a game where the empire that I want to attack is infested by Dread Lord fleets. So that's going to slow down my attack a lot as everything has to be guarded and escorted, not because of my enemy, but because of the space infestation.

1 Replies 10,654 Views