My feeling for the diplo-timer of 20 turns is that it should be scaled based on how big the previous interaction was. And it should be by "category" instead of an entire "do not talk to us" switch. Traded me for tech? First off, there should be a limit of no more then 3-5 techs traded at a time, then a 20 turn average cool-down before you can trade tech again with that race. Races that like you might be willing to trade again as soon as 12 turns, races that don't like
wuphonsreach
Meat are weak, you are just seeing the simulation of what is to come. (I've been playing solely as Yor to start. But it does sound like some values need tweaked.)
Diminishing returns is generally the best solution. A severe version would be that the 1st module gives you 100% of the value, but every module after that is only 1/2 the power of the previous module. A scanner with range 10? Even if you stacked an infinite number of modules, you'd never exceed range 20 under a diminishing return scheme of 50% of the previous.
Well, one solution would be to make minor races more of wildcards. More likely to throw the dice wildly, or far more conservative play, sometimes a rampaging bull in the china shop, or maybe a seeker of all knowledge. Their characteristics should vary more between games.
The file you are probably looking for is "StarNamesText.xml" under C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\English\Text I can't remember what name I submitted either...
I might get there in my current game. I know an earlier Pragmatic choice gives 3 ships to every planet (seems to be a random mix) and I've seen that in action. But haven't gotten to the last one yet.
I've uploaded a save to: https://drive.google.com/file/d/0B8opBfkYYvf3UG9nZkpIcS1fSUE/view?usp=sharing In this game, as-is, the Alterians(?) are about to attack two starbases that I won via conquest from another race. Instead of the game showing one battle, then the other, it tries to display both quick battles at the same time, resulting in an endless loop afte
Well, Gigantic with Tight Clusters will give you plenty of room for 7 races plus abundant minor races without stepping on each other's toes until mid-game. I'm about 800 turns into this map and it looks like it will take another 800-1000.
Right now, there is a notification each turn which states: "There are ### foreign ships in your territory..." with a yellow icon. That needs to be split up so that "races you are war with" are done as a separate notification. Yellow icon and notification for any hostile ships within 10 of the border and red icon and notification for any hostile ships inside your cultural borders.
Possible reproduction steps: 1) Design a new ship that uses a strategic resource in the Designer. 2) Go to shipyard and start queuing up that ship 3) Once you run out of resources, the ship is still available to be queued up, but the icon has gone blank 4) Queuing up this ship will cause GC 1.0.2 to crash
On the Govern/Trade tab there is a "Trade Route Map" along the right side of the window that shows all trade routes in red. A useful enhancement would be that when you select a particular trade route in the list, it should brighten / flash / change color on the right-hand side.
The Govern/Colonies tab should remember the sort order so that when you double-click to go into a colony, and then come back to the Govern/Colonies tab, the planets are in the same order with the same line selected as when you left it.
Early game there is a race condition where ships that require special resources can be double-clicked again in the "Available Ships" list even if you don't have the resources available. At a guess, the game was lagging a bit at the time due to processing other things, so the "Available Ships" list did not update faster then I could double-click to add the "prototype" hull again. The icon was blank for that line when I double-clicked on it. Not sure how to make it cra
After closing the properties window, I had to go into the "downloads" area and press an up-arrow icon on the right side. It wasn't 100% automatic to patch to 1.0.2.
During early exploration, my survey ship got sent to the far side of the galaxy. Well outside the reach of my territory and beyond its normal ship range. Trying to figure out how to get back home was not intuitive. Trying to select the ship with left-click and then moving it with right-click to a target outside the destination gave zero feedback. It just made it seem like the game was broken and I couldn't give commands to that ship. Until I figured out tha
My only UI objections so far: - Not being able to double-click to remove something from the build queue - Not being able to decrease the contrast of the galactic background under the map tiles, makes it hard to see things unless you zoom out far enough that everything is just icons.
I've looked through the list and I really don't see any that jump out as obviously bad to me. There are some very interesting ones in there. Maybe a few that are "meh" or are too human-centric, but nothing that would get me up in arms over.
You can also use Pidgin, which has an IRC client: http://pidgin.im/ (We use Pidgin to talk to our corporate XMPP server, so I always have it running.)
Huzzah! Download speed was nice and fast, it's a 995MB download over Steam (1.7 installed size).
The alternative might be to put (3) sliders on the screen, but in a inverse triangle shape with the zero point being at the center and the 3 sliders radiating outwards at angles of 120 degrees between sliders? Might make it more obvious that you are trying to balance 3 competing needs.
As for the auto-categorization into your own planet categories, I would definitely want a pop-up, but I would like the computer to suggest a category for me based on the statistics of the planet. So if new planet is rather similar to planet X in category Y, that would be the category that it suggests. I tend to group my planets mentally by function based on their "raw" attributes, not based on what happens to be built in the planet when I take it over. For instance, in Civ
I look at it and think "sphere" more then "wheel" or "slider". I like that you can override it on a planet-level basis, but I still believe there is need for an intermediate level where you can adjust multiple planets all at once. I believe the best way to do this would be to allow us to categorize our planets into user-defined categories. So we could create categories like "farm world", "military ship construction", "transports", "research", "economic" or whatever other c
As a mid-ground between having to manage planets individually or at a global level -- why not the ability to classify our planets into user-defined groupings and then manage at a group level?
Put me in the camp that disliked the ability to upgrade ships while out in the middle of nowhere. It feels cheesy. The fact that you could convert a colony hull into a warship hull was even stranger. Ships should have to visit a starbase (equipped with a refit module) or a planet with a starbase construction facility. In addition, there needs to be limits on how many ships you can upgrade per turn at those facilities. For base-line starbases, this should be abo
[quote who="invertedrook" reply="36" id="3422286"] So the sectors were inside a cube or scattered around as if on a table top?[/quote] GC2 was table-top. I would assume that GC3 will also be table-top style. (As much as I would like 3D galaxies, it is *really* hard to pull off from a UI standpoint. Unless you go with a "mostly flat" style where the vertical dimension is maybe 1-5% of the horizontal dimensions.)