[quote who="Lucky Jack" reply="2" id="3516685"] ..... Can we also have less experienced ships crashing into each other while dodging missiles? etc. etc. [/quote] i think this would be hilarious, but of course it would really piss me off when my ships collided. You bring up a great topic for discussion, namely how exactly will ship experience be implemented. In GC2 all experience did was increase hit points. No idea what Paul has planned or what will m
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[quote who="crimsonsun_2000" reply="13" id="3516867"] loving the look and concept of the battles, my only negative comment was perhaps they were too short .... when those Titans were letting rip on the cutters but in he fights between smaller ships and thus bigger ones I would have expected multiple volleys being unleashed in order to destroy the target. [/quote] I don't think you can judge it based on this first quick look. Recall, The fight w
[quote who="OPMmmGroup" reply="15" id="3516898"] Awesome sneak peek... I want more! [e digicons]:)[/e] Wouldn't it be even more awesome if one the the camera angles was cockpit. Imagine getting your ship destroyed while you view it from its fiery hull? [/quote] Agree, would (hopefully will) be way cool.
[quote who="Empress_Fujiko" reply="14" id="3516868"] Thinking about it, I'm a little confused. Are the battles completely deterministic or is there a random element to it? In the stream Paul mentioned that in one case the outcome could have been different with just one missile missing. On the other hand, what I've read about the battle system indicated to me that the battles are deterministic. [/quote] I am sure i don't have this completely right b
Good thoughts Licky. I like them
Great observations, few comments... [quote]Overall, I think the game is too easy. [/quote] I agree, the implementation of the dungeon master is may have a big impact here (alters the AI depending on how thing are going) but we don't know a lot about it or when we will see it. [quote]I’d like to see more aggressive AI in the beginning, currently the SK doesn’t pay much attention to me until it’s too late for him. [/quot
[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 <
Being able to click on an army icon in the status / summary panel (? Panel On the right in strategic map) is a nice and a convenient way to quickly move between your armies of interest. The problem is that by mid game you have amassed a lot of units that remain stationed (like administrators) in a city, all showing up in the list as a single unit in the order they were created/gifted. Most of these just become useless place holders taking up a lot of spa
Sometimes after the initial strike, I see the poison cloud animation above a stricken enemy (usually on turn+1 after initial hit) but no damage is inflected and no alert message (like RESISTED) scrolls.
Beta 3.1, bug or just annoying , outpost can’t be upgraded A minor civ’s unit moved onto one of my basic (not upgraded) outpost and NEVER moved off. This made it impossible to send another pioneer to it.
beta 3.1. 2 Keplin mage heroes in game, first was high level (most skills learned). Whenever the second leveled up all available to be learned skill icons were highlighted as if they were already learned. If a new available skill was not already known by Keplin #1, it displayed correctly.
beta 3.1. Does not happen often. Moving your army onto an actionable tile like a dungeon or cave and nothing happens. Moving off one space and back onto the tile in question gets the event to trigger.
by mid game you have learned many spells, trying to remember which ones are strategic vs tactical is very hard. Once your mana reserves are up and you want to cast a couple of cool buffs on an army it would be great if you could quickly identify or sort the strategic spells from all the rest.
Bugs (you may already know them, but just in case) 1) When the select a new spell screen popped up, 2 spells showed zero turns to learn. I selected one of these and I instantly learned it, bringing me right back to the choose a new spell screen. Repeated on the second “zero to learn “ spell. This time the choose a new spell screen did not come up. After that, I could no longer learn new spells. The small green circle that shows turns remaining to le
1) Played several games on higher difficulty (above normal), it takes a while to build up your base and army before you ca begin much in the way of expanding (new settlements). By the time you’re ready, the SK has already settled and corrupted most if not all available sites. I am totally ok with this, what I do not like is that only one of the sovereigns can learn the ‘cleans shadow land’ spell. This makes it almost impossible for any
I think you should make the shard growth more in line the the average map size growth. not 1 to 1 but something better than shown like maybe 1 to 0.5 e.g. if the map size goes up 100% shards would go up by 50%. Curently: tiny-small map growth is ~50% while shard growth is only 6% and Large-huge shard growth is ~zero. While you don't mention it, the number of settlement locations should also be increasing.
[quote who="UnleashedElf" reply="1" id="3514802"] Lots of new weapons have gone in. We are playing around with the idea of letting trained units get to equip weapons as long as they have the proper profiency to use it (rational is that while it’s silly that 1 sword can equip 3 soldiers, it’s just as silly that 1 chain shirt can equip them too and let’s face it, equipping units is fun) I