I haven't tried that myself, but the point of the different galaxy settings is to provide different gaming experiences. Obviously a crowded galaxy calls for different tactics than an empty galaxy. So I'm not really understanding your point - if the game is different with high numbers of opponents than it works as intended. If you don't like it, don't use such a high number? It was the same in GalCiv2 and it took me a while to find out what parameters are fun for me.</p
Empress_Fujiko
**** Edit: Please note that the first post is originally from June 1, 2015. I continue this thread to keep my feedback contained here. **** Hello, I'm a causal gamer of GalCiv2 and since release day of GalCiv3. I play like 3 or 4 games a year, with long breaks in between. I just wanted to give a little feedback after playing the tutorial, losing against the Altarians on normal diff
[quote who="BuckGodot" reply="17" id="3551353"]One has to be careful though not to "lock out" either casual players or folks who aren't taking "full" advantage of adjacencies and souped-up buildings by making buildings/ships too expensive. It's the classic problem of Power Player versus Casual Gamer (which is more of a spectrum, but I digress). [/quote] Or maybe they should ad another victory condition: Build one or more megastructures . For exa
If you allow building more than one thing, than there is immediately the problem of what should be build. So you have 100-Zillion production points on one shipyard - meaning the shipyard could produce 1000 tiny ships in one turn. Nice. But it would be even better if it produced 10 small ships, 2 medium, 1 big ship and a carrier so that you have a balanced fleet. That opens all sorts of problems with the production queue, the UI and I guess also with the AI. I think the solution is to
I say yes, this is a valid game option. However, keep in mind the minors can sell those technologies to others. So if you hand them techs that give you an edge over your opponents, you might loose that advantage sooner than necessary.
How do patches affect saved games? Do the patches take effect when I load a saved game?
As far as I know, ships repair themselfs over time. But if you have the money, you can upgrade damaged ships. If you save the same ship design with two different names, you can use the upgrade as a repair.
If files are not created it could be because of missing access rights. Is it possible that you try to run the game as a user who has not the rights to write / create files in that directory?
Maybe you should also take into account the things that do work and that are good instead of just focusing on yet uncompleted or missing features. It's easy to loose track of the big picture if you obsess on certain aspects. Are there teething troubles? Of course. Is it overall a good and fun game? I think it is. As for the loading time: What makes a big difference on my machine are the power settings of windows. If it is on power-saving than especially the pe
[quote who="Dumhed" reply="4" id="3548713"] Public radio jazz commentary.... [/quote] That's what I thought. It's a little emotionless for a space opera. ... should have been in Yor anywas: "beep beeeeeep beeep beeeeeeep ..." and as subtitles: "We need to research universal translators to understand this trailer."
[quote who="drakkos137" reply="25" id="3548706"] If there be pirates, the pirates should be using 1) the tech they can acquire, unless you care to explain why and how they are performing research themselves (pirate research labs?) 2) and should be required to spend the resources they steal to create ships. Otherwise, it isn't realistic in the slightest.[/quote] I think it is realistic. The pirates represent organized crime in the Galaxy and their ships attacking your sh
[quote who="Illauna" reply="7" id="3547486"] My wife is going to leave me because of this damn game. [/quote] Tell her there is multiplayer!
Can't you demand the starbase in tribute? I think that option existed in GalCiv 2.
Ships gained XP in GalCiv 2, but if I remember teh dev stream correctly, that system didn't really amount to anything useful in GalCiv 2, so it didn't make it into GalCiv 3. Instead there were plans to have commanders in fleets who would gain XP and that you would be able to swap experienced commanders around. However, as far as I know that didn't make it into the GalCiv 3 release version and will probably come as patch, dlc or expansion.
I think the biggest problem here is the use of the term "ZOC" as in zone of control, when in GalCiv you don't have a "zone of control" . Nobody controls space in GalCiv. Space is like international waters. So when the term "ZOC" is used, of course people will not understand why other players can fly and build freely in their ZOC. Because naturally, when you control an area you expect that others need permission (for example in form of treaties) to enter your space.
The release date is pretty close now - so how about other languages? Will there be translations available on release?
I found out about GC3 half a year ago and decided to wait until the official release. I monitored the progress by reading the forum and watching the stream - and I'm amazed about how the game looks now compared to 3 months ago. Not just the graphics but it seems really fleshed out now. For me the long wait will be over soon and I fully expect that GC3 will be a great experience. Obviously I have to wait for judgement until I played GC3 myself, but I want to make the follow
[quote who="Spark026" reply="30" id="3540680"]It being a UP resolution is fine, but it's the current lack of diplomatic actions that can be taken by the player prior to that, that is disturbing.[/quote] I guess better diplomatic options should be implemented and I also guess they will be. [quote who="Spark026" reply="30" id="3540680"] The problem with the current system is that if you keep declaring war on every faction due to starbase creep, then you end
[quote quoting="post"]... if I go to war and destroy that starbase, ANOTHER AI comes in with their constructors 3 turns later, as if they were just waiting for me to get rid of them, so now I went to war for nothing! ...[/quote] And why don't you have a constructor ready when you blow up the enemy one? This is a strategy game afterall. Securing and fighting for resources is a major part of the gameplay. If there are fixed borders that prevent players from building st
[quote quoting="post"]So the best way to win was in fact a militaristic victory since that was the only way to expand by capturing other systems and fighting opposing fleets. [/quote] Actually I never had a militaristic victory in GalCiv 2. I won all my games as influence victories, because that is the way I wanted to win. I captured more systems by influence and buying them than I did by invasion. The kind of victory you want to achieve determines the game you play. Ther
[quote who="peregrine23" reply="4" id="3531109"]This is an excellent point, and one of the reasons Paul has said that the governors won't be super robust. It is important that the game not play itself. Eliminating micro is a balancing act, eliminate too much and you are eliminating game play.[/quote] Than they shouldn't eliminate the micromanagement and just eliminate the clickfest. The key word here ist ergonomics. Unfortunately GC tends to have very bad ergonomics when it co
No, what they should do is implement some ways to bundle up commands that are the same for x number of ships, planets or whatever. Than you will able the control what you will do the 1000 ships: Decommission, sell, fleets or whatever. And you won't be afraid of this gift because of the 1 million clicks. The clickfests always were the weakest and most annoying part of GalCiv 2 to me and I'm really bothered to hear that they will be in GalCiv 3. This thread brings the pe
[quote quoting="post"]Instead we have some stumbling drunken blind meth-head throw a dart at a dartboard to determine where the most important building for the colony gets placed. [/quote] That totally should be part of the lore! After weeks or months on a colony ship the colonists throw a big party on the new found planet. At midnight the guy who is the most wasted is given a big dose of meth by the ships captain. Than the guy is blindfolded, spinned around ten ti
I don't know what it would require - but if it is the way Quoting tesb has described, than there is no managing, just waiting for the tech tree to fill up and cranking out the newest ship types. That's not GalCiv for me. In GalCiv you should be forced to make decisions like "Do I want that tech faster or do I want those ships?"
[quote who="tesb" reply="7" id="3519562"]the reason why i got some research and the research project is that i don't need that much production. i can pump out any ship in 1 turn and because you can not build multiple ships per turn the production is pointless. having said that i don't need the research either for the same reason, you can only finish a tech a turn and i don't need the money because i get enough already. [/quote] In that case I would say the game is not