Lord_of_Void

Lord_of_Void

Joined Member # 6237272
21 Posts 86 Replies 760 Reputation

[quote who="Petri Kokko" reply="12" id="3585060"] Yes, but it's a sliding scale instead of an on-off thing. You really do have to give the player the ability to do stuff, experiment with things, and to generally have fun playing the game. The main objective of any game is to have fun. Everything else is secondary. [/quote] Agreed. Without getting too philosophical: a game needs to concentrate on its main topic which in case of GC is ship design and civilisation level

36 Replies 112,602 Views

Removal of the wheel is a wise decision and they promised there will be something else instead (maybe on civ level like in GC2) It has been stated several times that this game is not about micro-MGMT, but about CIV level decisions - that is the main argument against a tactical combat simulation part as well so why have a feature to have literally unlimited options to configure each planet to? We are talking about a game where the player can easily have 40-50 planets not to mention hun

36 Replies 112,602 Views

Regarding AI: Please consider the scenario where the player concentrates largely on research, outpacing other CIVs in all other areas -this is enhanced by the exponential growth rate and partially by the production wheel but will not go away with the resolution of these aspects. The AI needs a way to counter research berserk of the player with trade embargo ("You would like to have more tech Emperor Einstein to add to your glass tower eh?") by CIVs that are not overly i

95 Replies 588,512 Views

"Select all ships" button for planets ("Eject all ships" would not specify in which tile they should exit to) Sorting tab for planets listing all those where layer action is required (Idle) Sorting tabs for ships per type (support, transport, combat, constructor, scout), size (from tiny to huge) and one for fleets only (make this sortable per hit-point, firepower and number of ships within Sorting tabs for ship types in Ship Designer as well: (support, tra

68 Replies 339,734 Views

Second aggressive ideology perk activates correctly giving a +1 approval bonus for each occupied planet but on the colony information page the bonus is displayed in the detailed calculation tab as "Missing Info" Recommend again reviewing all the perks and their affects as a lot of them seem to be buggy (Culling project, luxury trade route)

77 Replies 278,680 Views

[quote who="Nilfiry" reply="43" id="3580482"] These settings are begging for culture flip. [/quote] You should not get to that point so quickly - In the couple of games I tried this setup the AIs always went berserk declaring war left and right and there was no flipping involved only forced re-allocation :) Needles to say, if the player manages to carve out a large chunk of the galaxy early-on it will get stale but that is not so easi

106 Replies 462,463 Views

[quote who="marigoldran" reply="39" id="3580380"] The problem is I crush the AI LONG before turn 100. I mean, most of my games end on turn 50 when I'm like "ok the rest is just mop up, time to do something else." As I see it, if you haven't won by turn 100 you've done something wrong. As long as I can colonize up to 6-8 planets I've won the game. [/quote] Hi Marigoldran Maybe you are just too good fo

106 Replies 462,463 Views

I can confirm the research thing. a pretty solid way to get to the state this post mentioned in the beginning is out-teching the AI which is fairly easy to do, due to the specialisation mechanics and the AI having less then optimal way of going about it. I do not agree that the AI is broken, and it is worth segregating it to tactical, strategic and resource MGMT as each level have their own difficulties and the AI is good in some and not zoo much in ither

106 Replies 462,463 Views

Is there a specifc reason why fighters are working like this instead of editing it by ourselfes or "loading" existing ships on the carrier? I see that ther is much less micromanaging required from the user but personalisation of looks and apabilities would come naturally for this game as one can spend so many hours on the carrier itself, yet those fireflies in its belly are still fixed. I would bet that those trying to re-stage space battles of sci-fi classics would love to cu

2 Replies 4,781 Views

Hi Stellio Regarding the eject option: You can select hte shipsand right click on the tile you want htem to eject, so that should already resolve the eject location point. What might be usefull is to have one button to eject all ships and/or select all ships before sending them away from the planet as it takes a lot of time and clicking when sending all of them away from a planet Regarding Fleet names: I think I could change the name of a fleet by

6 Replies 50,123 Views

Only base game with custom factions created of basic assets. Reporting everything I find in the change logs thread in the hopes that the base will get more solid. Mods are the last results for me, ideally I like to experience the concept what the DEVs had in mind - mods are mostly tailored to one specific taste and canon is canon :)

38 Replies 56,759 Views

[quote who="The Sisko" reply="6" id="3577151"] The last 2 options in the Free DLC are going to be part of a paid expansion. This has been the plan for a long time and the devs have been very clear and open about it. [/quote] Well if so, at least it is sure we get both systems. Just hope the spying will have enough meat on it and the AI will use it

7 Replies 8,239 Views

Here is another bunch, just let me know when I can stop :): Carrier module spawns two small escort types fighters instead of assault fighters like mentioned in desc. This also messes with fleet movement as all the escort ships start right in the front line causing them to scramble right in the beginning in all direction (there are no fighter skirmishes before the large ships get to each other) Please do not have "Guard" mode deactivated each time a new ship joins a fl

90 Replies 239,551 Views

Hi Frogboy! Please find a saved game below showcasing some AI anomaly with transports: https://www.dropbox.com/s/80mp0vu4n2cxz8c/04%20Iconian%20Core.GC3Sav?dl=0 On the top of the map Irridians are in war with the Altarians. As an avid supporter of the Irridians I have sent a few fleets to clear the way for their troops to the nearest Altarian planet. After having destroyed all enemy

11 Replies 16,648 Views

CIV name is not displayed when an AI is requesting peace Picture and background is visible but that is usually not enough to identify a CIV when there are a lot of them (The same pictures and backgrounds can be used multiple times when there are a lot of CIVs)

90 Replies 239,551 Views

Can we please have a number next to each faction leader on the diplomacy screen indicating when we can trade with them? Currently it is only visible that we are on a "cool down" when a conversation is initiated which results in a lot of clicking each turn for a couple of dozen races to check whom the player can actually initiate trade with. It is important to use each turn for trading when building alliances

90 Replies 239,551 Views

Now that I think on GC2 there were 2 races: Darth and Archean I think which would come handy for the size of maps we are dealing here. I remember the later as having the most interesting tech tree as they needed to construct buildings for ship speed instead of putting drives on them - I found that a brilliant idea to mix it up and it even gave the race some unique buildings. Addition of such unique races with unique tech-trees and buildings to use also for custom ra

7 Replies 8,239 Views

[quote who="Ryat" reply="2" id="3576974"] Spy system as a significant function. Since GC2 already included this it should be in for GC3 to be an evolutionary step including features: GC2 did not include this. It was added with the first expansion Dark Avatar. Something a lot of people don't know/forget. [/quote] Didn't know that - didn't play the base version. Still I think this mig

7 Replies 8,239 Views

Free DLC (Updates) Planetary invasion - a bit more strategic depth and much more fluff but nothing major game changing features like new engine, tactical fights and so (has been discussed in multiple instances) Governors for both planets and star-bases. A must-have for very large universes which is basically the selling-point of the game Advanced fleet management options and perks - A streamlining and emphasis on fleets like the Total War se

7 Replies 8,239 Views

Battles are often out of synch meaning: the 3D battle and the ship status icons often do not show the same damage level. 0hp ships are often still shooting and being shot at, and the summary screen sometimes does not show lost ships correctly (it is correct though if the battle is replayed) AI does not seem to use diplomatic treaties most notably alliances. How would a trade embargo look like if applied against the player? Would the AI terminate the trade route? It might also

90 Replies 239,551 Views

It seems to me that basic constructor is only taken when the default Construction line has been obsoleted. That is what I do, and then create a new constructor line with another name so your bases request the basic one and you can still produce faster and longer ranged ones if you like. I am playing on the latest patch but didn't seem like anything has changed in the last few versions

7 Replies 6,886 Views

Is there a reason why "Share Exploration" treated can be selected from both side at the same time? First I though it would double the run-time but it remains 50 Turns, still the AI considers it as an "expense" when requested although it does not seem to make any difference once the player offers it - it simply makes the trade more costly for the player when requested so only make sense to offer it. Treaties effecting both parties need special attention on how they are describe

90 Replies 239,551 Views

Something to note for the AI: It seems pirate ships attack the drones of planets which are automatically replenished due to a race specialty. This might not be intentional as it serves little purpose. Doesn't really seem to hurt the player and makes the game more easy as it lures away pirate ships from constructions, freighters and the like Shall I provide a save game for this as well?

11 Replies 16,648 Views

Can someone tell me what the option "Collect Gameplay Data" exactly does (might be worth a tooltip)? It seems to me I read about this in connection to the AI development a while ago - maybe this might be even better then save-games?

11 Replies 16,648 Views

Can someone tell me what the option "Collect Gameplay Data" exactly does (might be worth a tooltip)? It seems to me I read about this in connection to the AI development a while ago - maybe this might be even better then save-games? Sorry wrong thread - feel free to remove

90 Replies 239,551 Views