Well I would think flexibility of composition is one of Substrates main differences/advantages, along with shields that regenerate over time. The PHC's strengths would be mobile artillery and healing. If everyone is using those strenghths to max effectiveness, maybe its balanced. Or maybe its not. I think you need more than 3 data points. Stardock has all the match outcomes so they can probably munge the data to figure it out.
eviator
[quote who="Director" reply="3" id="3628437"] My point was that the game has been out for a while now and few of the things people have suggested have been implemented. Instead we got mercenaries and angry squirrels (plus two races that are old friends - a plus). In particular I think the user interface is disorganized and a pain (literally) to use. I have pretty much given up hope that any of this will be addressed. The game we have is in the main the game we are going to have. It is pl
Starbases - You have created a game where an average game by an average player typically has 2 to 4 starbases for every habitable planet. There are far more starbases in GalCiv 3 than 2, so you need to make the management of that system better than GalCiv2. It's not because you still need to create and maintain your queue. 1.7 is a large step in the right direction, but it's not there. When you can create a priority queue that includes modules you haven't yet researched,
[quote quoting="post"] Just a head's up: + Your Nexus now provides 2 metal per turn (instead of 0) + Controlled metal deposits provides 0.5 metal per tic instead of 1 + Meta extractors add +1.5 metal per tic instead of 1 Feel free to discuss. [/quote] Ah ha! This seems to address the "expand fast" strategy being very effective. Now we have to have more engineer micro in the middle to late game to keep up a high income str
It truly depends on what you thought was wrong. If the game had too many bugs or had poor performance, it's much better now. If you thought managing planet economies too cumbersome, that has been improved because the whole economy system has been simplified. If you thought diplomacy was too exploitable but lacked character, not much has changed there. If you like to play the largest of map sizes but found the UI too cumbersome for large scale empire management, not much has changed there
Sounds promising, will give it a try tonight. Thanks for allowing us to try the beta.
This thread is a good indication that there is a bunch of new blood playing the game. Congrats Stardock. If you have extra social manufacturing on a planet it gets stored in that planet's overflow. Hover over a blank spot in the queue to see how much you have stored. You can use this to your advantage to, for example, build expensive buildings in one turn or turn off social production to focus on research, wealth, or military, but continue to build improvements and upgrades on the
The UI is not balanced for large maps. So for now those of us who enjoy large maps get the burden. I haven't played in a while because of this kind of stuff. Eventually you get tired of fighting against the UI.
New starbases/mini-constructor sounds interesting. I'm forseeing a micro/macro nightmare is about to be unleashed, but I'll wait to see what you come up with.
Frogboy I really think you are misinterpreting the GalCiv map size stats. Or potentially you are. A lot of people start a small map if they want to test out a tactic quick or check how something in game works. I have myself started dozens of small maps just for this reason, yet only have a handful of larger maps, which I took more seriously. Actually, if I want to do some kind of test I tend to do small/beginner/terrans. After I figure out what I want I abandon the game. It's plau
kreyson, keep waiting. It's not ready.
Look two threads down...
I would love to know who in the world uses this feature.
Thanks for Coersion in tooltips. Also, thanks for the 50% Coersion penalty (was 25%). Next step: remove the wheel altogether. You've made focusing less viable and probably more micro intensive. Amazing!
Bummer about the starbase delay, but the short description sounds interesting at least. I hope it's possible to queue upgrades that haven't been researched yet, or you're just adding a new kind of micro.
I don't know how many of you have 6000 credits lying around in order to purchase one large ship. By the time I have that many credits I'm building huge hull ships in one to three turns. Conclusion: like most costs in this game mercenary ships are out of scale and will rarely be used because it's not economical. I'm sure playing as the Arceans and Torians will be fun for the lore buffs out there and for those looking for a change. If this campaign is anything like the o
Lately I've been trying to complete the GalCiv3 steam achievements when I have nothing better to do. There are three that are causing me trouble: "We care for the least of us" "Results outweigh ideals" "Means to an end" All of them require you to unlock all of the ideology traits for Benevolence, Pragmatism, and Malevolence, respectively. Apparently all traits must be unlocked in a single game, because I tried unlocking them all over multiple games and didn
Don't worry, the game is still in b... post release development. Come back in another six months and there will probably be some great improvements to spend another 500 hours on.
Yep. Started happening in 1.5 and now it happens at least once per match. It has not been exclusive to massive hulls. I have gotten it with all sizes. It seems to happen late in the game, hence why it may happen more with massive hulls. It is quite repeatable in that I can often cause a freeze using the same steps from certain saves. I have submitted a ticket to Stardock with one such game save and steps to repeating it. Hopefully they can make good use of that.
You are absolutely wrong that nobody would want to disable specializations. It was a huge negative talking point when they enabled them during the beta.
With the low pre-1.5 growth rate, I found it difficult to sustain invasion wars on large maps. Now it's easier. I never need hospitals. Maybe a middle ground is appropriate.
[quote who="Ragic" reply="5" id="3610755"] I guess I'm in the minority but I like having a reason to click on my planets each turn. I don't want everything controlled via universal commands. The planets feel more important to me that way. I'm just afraid you want the game streamlined for rediculously large maps to the point where the game can be played from a spread sheet. Don't lose the immersion just for efficiency. [/quote] I can understand that, but let&#
[quote who="MacsenLP" reply="3" id="3610648"] I think Constructor/Starbase what has been previously mentioned you only need constructor to set up initial starbase then modules will be handled similarly to how production to shipyards work. I may be miss-remembering but sounded good to me, would mean a lot less constructor ships and having to move them all. [/quote] I had forgotten about that. I'll wait and see.
Macsen's 2, 3, and 4 are at the top of my wish list. 2. In addition, I also need simple identification of which techs are specializations, plus which techs (and their effect) I would be unable to research by getting that tech. 3. In addition to the sorts/filters Macsen identified, I want the ability to multi-select ships for obsoleting/deleting. 4. Yes! My own constructor/starbase wishes: Let me choose the constructor and shipyard requested by starbases. Gi
These suggestions would be a terrific start to improving the UI. +1