Lord_of_Void

Lord_of_Void

Joined Member # 6237272
21 Posts 86 Replies 760 Reputation

Spies placed on enemy planets to negate effect of planetary improvements are lost after reloading save The agents are still counted for in the Spying overview report, but they are no longer visible when looking at the planet itself, and new agents can be placed on the tiles they should be located on Fleets are renamed each time a new ship is assigned to them and do not keep custom names due to this

190 Replies 470,091 Views

This struck me during my latest sandbox game: I never view any map objects close enough to see the 3D model unless I am checking out a sweet new ship (which I usually do in the designer though) or rather a fleet of them. Zooming out to abstract view is much more comfortable when issuing commands even on medium maps due to distances and overview. This is sad as so much work has gone into the models but my guess is that players only watch from abstract level 99% of the ti

8 Replies 37,589 Views

Haven't tried SOTS but heard there were major issues with the second part during release so steered away from it I have played Hearts of Iron II though and if they make this game half as good, it will be a serious competition for other space strategy games You can see already that they have put real effort in identifying the weak spots of the 4X genre and aim to address them right at release date Some of their approaches remind me on solutions used in Endless Legen

8 Replies 37,589 Views

Angry Joe has a video preview on Stellaris and have to say... some of the features that are going to be included in that game are remarkable: Automation of "Sector" management, where the player can custom set which planets belong to a sector. It also eliminates micro-management Fixed resource to give smaller empires an edge against larger ones: Influence. Generating in a fix amount it is required for some useful stuff: If an empire is large it needs more of that

8 Replies 37,589 Views

Changes look great - these were much awaited :) Going forward to the second phase of 1.7, please make the AI use alliances (treaties and win condition) when fixing diplomacy

74 Replies 199,054 Views

Tested the AI around with alliances gifting the tech to them and creating some myself to see if they take up on it and found the following: 1. AI does not propose alliances to either player nor other AI even if tech is available to it 2. Diplomatic screen kinda crashes after an alliance is created (proposed by the player due to the above). What happens is that the icons seem to be displaced, and races are shuffled around to different planets after the status tries to upd

0 Replies 3,310 Views

Thanks for the VID Gauntlet - Your new star bases and Terran S ships look really awesome, can't wait for 1.7 and your update :) The idea to double the effective range of the bases sound solid hope the DEVs are going into a similar direction as that would really reduce the number of bases and force some decisions on which type of bases should be used for the planets especially if mining resources are nearby as currently the only limitation is the patience of the player which is pro

1,416 Replies 4,489,109 Views

[quote who="Larsenex" reply="20" id="3626617"] My request would be to be able to customize you opponents at game generation. Say another tab where we can use a slider or such which has all start points in the middle for 'normal' and you can increase production, or research bonuses from there and 'check off' has fog of war' or not. This would go a LONG way to allowing me to have the

31 Replies 78,613 Views

[quote who="Ericridge" reply="12" id="3625360"] lordofvoid, its not that interesting. You watch ships kill each other in one hit and battles end in a draw. Whoop dee doo. [/quote] That doesn't necessarily seem bad if a lot of ships are fighting and there is at least a few capital ships that can take punches. Ending a battle in a draw might also be a way of getting some realistic battle feeling as a huge fleet is not eliminated within seconds off the map an

14 Replies 12,680 Views

[quote who="Seabrook" reply="9" id="3625042"] I went back and played Endless Space last week. In that game I've noticed multiple AIs declaring war on me, my score was too high or I'm too powerful. It doesn't matter if I have several times the amount of military ships, they still declare war on me. In Gal Civ 3 it doesn't happen if you're much stronger. The AIs in Gal Civ 3 worry too much about it's military strengh compare to the human player when decla

14 Replies 12,680 Views

[quote who="hfxnikolai" reply="2" id="3624274"] I'd add that the 'military' Ai needs an overhaul so that aggressive races can actually fight a war. It can build ships fine, and start a war...but after that it falls flat. Stuff like invade more than 1 planet at a time, actually garrison and hold captured planets, prioritize 'important' planets for invasion, rather than just the closest ones, etc. [/quote] Agreed. Have seen a sad tendency of the lates

14 Replies 12,680 Views

This is something that comes around mid-game (300-ish round on larger maps) after having survived the first bunch of CIVs that declare war on the player and getting assimilated: The AI is either not out to win the game anymore or does not stand any chance There are two types of AI: Hates the player for Ideological and personal priority setting reasons Loves the player due to diplomacy (maxes out quickly due to research+buildings+starbase bonuses

14 Replies 12,680 Views

When selecting multiple ship modules in the designer and selecting "Hide Part", none of the selected parts are actually hid although the icon indicates that it has been activated and it works correctly when only a single components is selected The function is often used when a custom ship model is used that does not support the looks and sizes of the default modules or if there are too many components on the ship and thus deform the looks of the ship (which kicks in aro

3 Replies 5,967 Views

After checking out the link it does indeed already contain this bug so that should already be on the radar. My point still stands on the automated feature testing method though, as the other forum clearly shows there is currently no way for the DEVs to know if these are applied correctly or at all. Since I am sure this specific perk was working in a way a while ago, this means that each release is considered a risk to all the perks whether they have been working before

4 Replies 7,168 Views

The Pragmatic Ideology perk providing a free escort for each ship does not apply when unlocking it. Additionally: The description says that an escort is given to all ships in own territory. Is this really intended to be applied per ship or per fleet? If the description is correct I am full on board but seem to remember this perk has been working (in version 1.0 or so) before and only gave one ship per fleet not per ship As some of the perks do not work a

4 Replies 7,168 Views

[quote who="pshaw" reply="6" id="3612843"] I think what has happened is that there may have been a colony ship station at a planet and when the planet flipped, the colony ship was ejected. We'll look into it. [/quote] Yes, that was the case (one colony and two transports). What is strange about this is that the AI then stops moving its ships altogether after this. Maybe it does not have any range afterwards as there are no planets to calculate it fro

8 Replies 8,694 Views

There are all so many games floating around nowadays that it is hard to keep track on all the wonderful time-sinks we get to play around with. Still there are so few of them that stand the test of time. It is early to say if GC3 will still be lurking around not only on my storage, but also inside the misty fogs of the wast RAM cliffs in a couple of years but so far it proved to be a long burner. So in the spirit of the top X lists and new year, here are my top five reasons why

3 Replies 15,719 Views

A report on the usage of specific features and custom settings would go a long way in painting a picture of what is important and what not. If the information is not sensitive, it would be great to see a report (which is surely done en-mass internally by the DEVs). The Journals tab contains similar cool topics so it could be posted there. If we get to see those information, we surely get a better feeling on the priority of things and those who still haven't activated the data tran

78 Replies 398,960 Views

Agreed They must have been super nihilist in the beginning - existing only for the sake of existing (well at least after their last planet has been acquired as that was the point their ships lost all intent to move) But in their last moment of honesty they realised that deep within their seven hearts lies a greed that could only have been filled with money and thus they sold all their precious ships providing their existence - and so they left the plains of the galaxy with a h

8 Replies 8,694 Views

#1:Ship Designer UI revamp. Do not make a difference between shipyard and designer and have all kinds of sorts for ships with a checkbox above the sorting options if template ships should be shown #2: Make starting position on the galaxy more customisable. I want to start in around the middle of the galaxy where the action is, and do not litter the edge of the universe full with players #3: Iron out th

84 Replies 364,444 Views

Confirmed - There were a few colony ships remaining in its possession. They weren't doing anything actually although there were some unconsolidated planets in the region (maybe they cannot even move as there is no range calculated for them in this scenario?) Funny enough the AI could be bought out of existence as buying the colony ships from AI eliminated the faction on the next turn - :) Wouldn't count this as a bug though as it did ask for a huge price

8 Replies 8,694 Views

An AI controlled CIV will go into limbo when using the Benevolent ideology bonus to flip all of its available planets. The CIV does not seem to be doing anything afterwards with its remaining ship, is shows via a micro-planet in the diplomacy menu and will not be announced that it has been destroyed after hitting next turns

8 Replies 8,694 Views

Right -so the icons would appear when zooming out in the galactic map. That would be really nice of course. It would not only offer a brilliant overview of the situation but could also have a transition from high-level view on everything to CIV level overview, where the planets and ships blend in or out. Currently I am playing on a map two sizes below insane and it is already difficult to see things on the map - everything gets so small. Not that the zoom level is wrong

8 Replies 37,589 Views