Thanks DivineWrath , The thing that really confuses me is why the designer and shipyard lists are different. Bamdorf : Yup i do realize, just figured i try the squeaky wheel approach. &
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Thesw Man that was a quick response, thanks for the info.
[quote who="Larsenex" reply="4" id="3518744"] here are a lot of bugs in the fight viewer. It was not ready for release. Stardock should get an F for this "beta" it's much closer to alpha. [/quote] Yea but an A for effort [e digicons]:thumbsup:[/e] . Actually its been well known from the start that the classical definitions of alpha /beta don't apply. I agree, in those terms GC3 fits closer to an alpha but the whole purpose is to generate feedback, ideas,
[quote who="Thecw" reply="6" id="3518755"] The real need for the templates is that (custom) ship classes use them to allow the auto ship designer to generate the various versions of that ship. So there is a Terran_Scout template (in "steamapps\common\Galactic Civilizations III\Designs") which in combination with the TerranScout class (as defined in ShipClassDefs.xml) and the ScoutBlueprint (as defined in ShipBlueprintDefs.xml) allow the auto ship designer to create the various incarnatio
[quote who="ayork1" reply="3" id="3518737"] I think the designers want you use to use tiny ships as cannon fodder. If you had 10 tiny and a massive with kinetic guns it would tear things up. Haven't tried a carrier/kinetic combo yet, but it seems like it would be extremely deadly. [/quote] IT IS! [e digicons]:grin:[/e] . IMHO it is OP right now and will need to be nerfed some, exploit it while you can. The tiny ships as
[quote who="Taslios" reply="2" id="3518727"] Either way, some indication of what the ranges are would be nice... [/quote] Completely agree. I see no reason why they can't put range (and firing rate) into the weapon description right along with mass, damage.. etc. Larsenex 's tips are good, yes you need to remove weapons to
Thanks all for the info. I have been avoiding actual ship design as they are not likely to be compatible from release to release. I am just using game ships and changing component and if i saved it with template checked i couldn't find it again. Appreciate the explanations.
In GC2 you got some production credit when changing out one building for another (e.g. Mfg bld->research bld). In GC3 you first destroy the old building then rebuild the desired one from scratch. I can understand why you did this and would not mind so much if you got something back when destroying it. If you don’t want to go back to the GC2 method, the simplest may be to provide cash for scrap recovered form buildings destruction. With t
Here is a dear dummy question. What does save ship as a template do? (Vs not checking in upon saving a new ship design)
When my fleet attacks a starbase, sometimes my missiles and/or kinetic weapons are fired off in a random 360 degree direction as displayed in the battle viewer. They seem to register correctly as hit/miss on target despite being shown going away from it.
I know you know this .. but please move it up on your priority list. 1) The ship list (in shipyard/ designer) is really unmanageable, it has gotten so big and I can’t even figure out the logic of the order in which they are listed. Suggestions: Additional “sort” options in tabs or drop downs Fighters vs non fighters Sort/display by hull size Permanently remove ships from list so obsoletes do not return. Create a &
Starbases vs ships? WELL how do you like me now? Big improvement in beta 4. See new post https://forums.galciv3.com/460800/page/1/ (this one getting long in the tooth)
The previous thread has gotten V big so I stated a new one. Beta 4 shows a big improvement in SB battle performance. To try see by how much I redid a test similar to the one ran with beta 3. (see reply 16 in orig thread https://forums.galciv3.com/460135/page/1/#3513849 ) Then: single wimpy Ranger A0/8/8- D0/20/0 always won vs starbase 10/20/19- D23/63/25. (recap:** cheats used to stage the battle, build u
Have seen the same bug on small & med. maps
[quote who="Gilmoy" reply="1" id="3517741"] Um ... send another constructor and choose Repair Starbase? [e digicons]:D[/e] [/quote] Is this true? I haven't had any damage yet so i can't test it.
I have seen this also, and had them hang around for a lot more than a turn or two. Turning the FOW off and observing, it appeared the ship stayed put until the AI race found another planet to send it to.
[quote who="Vithar133" reply="1" id="3516743"] Either that, or have one list that displays non-stationed units, and another that shows up when a city is selected that displays garrisoned units in the city. [/quote] You probably already know this, but win you select a city the garrisoned units are shown in the city panel. A drop down tree (like the crafting tree) would also work.
[quote who="peregrine23" reply="14" id="3516728"] .... I hope they raise the logistics levels to allow for more interesting fleet compositions earlier in the game. [/quote] I think he said max will be around 60. That's a lot of logistics depending on ship point values.
[quote who="Ashbery76" reply="10" id="3516641"] I am seeing no interaction at all in the battle viewer.Looked very bland and dated beta or not. [/quote] We have known that from day one, GC3 never meant to be a tactical war game. It is strategic in nature where to need to plan out ship design and fleet make up as a function of enemy strength/weakness. I like tactical battle games but also enjoy good strategic ones. proper
[quote who="androshalforc" reply="7" id="3516767"] what about special conditions for fighting inside dust clouds/ nebulas/ asteroid belts? [/quote] Paul has touched on this but we will just have to wait and see. It will affect the background visuals but will it have any impact on the actual battle? i.e smaller moper maneuverable ships have an advantage over large capital ships in an asteroid field; ships with better sensors gat an accuracy boost in
At firs i really hated the use of ages as i continually bumped into road block in my games. However the more i played the i warmed up to the concept. It forces a wide as tall thought process. You can still 'kinda' rush a tech (like p invasion) by concentrating your research on the first & second level technologies (cheapest). This will not be the smartest wide tech base but it will minimize the turns to the tech your bee-lining to. ... at least for no
[quote]Colony Management: The GalCiv2 Colony Management screen was almost perfect. Had enough to get the job done. Please make something similar. We need to be able to sort by Production, Research, Economy, Starbase... (by column). [/quote] YES YES YES!!! I think and hope its in the works. SD?
With the first “crude look” at the Battle viewer, all I can say is WOW you guys rock! I can hardly wait to play with it. Battle tactics and ship design looks to be a really big part of GC3. In GC2 I could build a bad ass ship without too much regard of what I would be going against and really had no problem (or fun) with battles. I know SD been saying how great the new system will be, and it looks like they will deliver. Will we
Thanks for the answer Seilore . It would be a nice feature but I'm OK either way. It looks like GC3 is well on its way to being another great game.
[quote who="Seilore" reply="4" id="3516593"] Quoting Natasin, reply 3 Just wanted to ask if were will have closed borders as a default setting or will it be a technology we can research. Is closed borders even possible. I've never liked the AI wandering into my territory. It should work like Civ 4-5 <