Voqar

Voqar

Joined Last seen Member # 635914
18 Posts 153 Replies 1,444 Reputation

This is an old thread but I'd rather necro than start a new identical thread. I took a long break from this game, mostly due to hating the colony limit thing, and have been playing again after the Retro update. But the problem remains for me - I despise the colony limit thing. It wouldn't be so bad if it was intelligently implemented instead of some blanket thing that doesn't work most of the time. The limit should sca

11 Replies 34,764 Views

Some suggestions I've probably already made over the years. 1. Why is there no hotkey for go to rally point or at least an option to bind this (this existed in GC2). 1.b. I just noticed go to rally point isn't even on the ship command panel - um...brutal. There are a lot of improvements in GC3 but borking rally points wasn't really necessary? 2. Need to see fleet moves/available on fleet panel - having to hover a fleet to see this is brutal (can

1 Replies 6,329 Views

Since there is no suggestions forum (move this if you like) Ship Animation Speed It would be ideal if there was a hot key or second click one could do to make ships instantly move along their flight path when moving them. I know you can "look away" (move map away from the ship) but that's not really ideal all the time. It would also be nice to have a game option for setting ship move animation speed in ge

2 Replies 6,547 Views

Is there a maximum number of administrators, and how do you get around it in larger maps? I got to a point where I couldn't create any more due to too many being idle, and couldn't seem to do anything about it. Gotta say, at this point, the administrator thing is my least favorite change, because if you play on big maps, you're going to pretty much be limited to only making administrators for a long, long time, and it kind of makes the whole citiz

4 Replies 22,349 Views

Is there a way to mod out the peacekeeper event? Kind of annoying to have strength 60 ships running around destroying everything when my ships are at strength 2. Was this event tuned for Crusades? I suppose turning off mega events is an option since I'd rather not have hours worth of gaming wiped out by an event like this.

2 Replies 18,428 Views

It would be really nice if there was a hotkey for the ship "go to" action. Out of all the actions one can do with a ship, this is the ONLY one I actually care about having hotkeyed, so go figure that it's the ONLY one that isn't hotkeyed. All the things like explore and such are things you set a ship to do once or very occasionally, so having it hotkeyed is nice but not even remotely a necessity. But if you have a lot of shipyards cranking out ships or otherwise want to move

2 Replies 8,431 Views

I have zero interest in this, but then, I'm one of the rare people that isn't surgically attached to and/or constantly screwing with my phone. At least half the time I don't even remember to carry it. It's good to be free.

14 Replies 32,837 Views

I suggest scaling the number of administrators you get per citizen based on map size. Because if you play on bigger maps where lots of expansion is going to happen, you have little choice but to do all or almost all your citizens as administrators for a long, long time, which kind of eliminates choice and somewhat eliminates the citizen feature. I'm not sure what a fair value would be, but it'd be nice to be able to do something other than make administrators with citizens on the

10 Replies 16,745 Views

[quote quoting="post"]1) Loss of admins with sip loss or starbase destroyed[/quote] So if the administrator is ON that ship or starbase, how exactly are they supposed to survive the destruction? Beam me home before that last explosion, Scotty? If it takes resources to build a ship and the ship gets destroyed, you don't get those resources back, so...why would you get the "administrator" resource back. I know some don't like it but it's logical the way that it is,

1 Replies 5,466 Views

I find this thread ridiculous. One start and complaining? Do 100 and if they're all equally off to you, then maybe. I don't play on the biggest maps but I play on big maps and I cut the recommended number of AIs in half so there's some room to actually explore and expand before contact. The AIs are pretty damn efficient as expanding though so be careful what you "wish" for with your settings.

6 Replies 28,781 Views

Oddly the flag worked great for me yesterday and today the game inconsistently fails to launch with it unless I restart Steam. That is, sometimes it launches, sometimes it kinda whiffs. Dunno if it's the flag or something about the tiny patch today.

9 Replies 24,895 Views

I agree with a lot of what Icemaniaa says. I do a few things slightly different but a lot of the principles are the same. You definitely want to have a plan and to leverage everything you can think of since the AI expansion is no joke. I rush a starport and another survey ship to use for scouting (find the best worlds to colonize faster) and to grab more anomolies (tend to get cash and research boosts). You can rush partially constructed stuff. Some barebon

10 Replies 29,942 Views

I don't really agree with Stalker0 that a revamp of how admins are generated is needed. You already have a potential supply of administrators every 10 turns (similar to how a source of a resource at .1/t would yield 1 after 10 turns) - but it's up to you whether you replenish that resource or choose something else. [quote quoting="post"] Had a survey ship destroyed. Still says it is using an administrator. Is this intentional? [/quote] If a ship is

18 Replies 39,037 Views

I think my machine (i7700K, GTX1070, 32g 3200 RAM, SSDs) could probably handle it but I wouldn't want to play a map that big even if it would be interesting to see how the AIs go at it. I usually play on the large but not largest maps and universe generation and turn speed is most impressive.

16 Replies 160,965 Views

It does seem a bit silly and low effort. One simple constructor manages to instantly pop this indestructable fortress. And the AI are fond of dropping them all over you, which is ultra annoying. Eventually you'll tech up to the point of vaporizing them easily but early on the disparity is striking. AI's settling on top of you and rush shipyards, which are also magically overpowered for defenses is equally annoying.

4 Replies 705 Views

[quote who="psychoak" reply="1" id="3675928"] They're also obscuring ship designer information with the resource list. [/quote] I noticed this and it boggles the mind how this could go live. I can understand some semi-sneaky and sneaky bugs or questionable design choices going live, but this is in your face obvious.

3 Replies 24,072 Views

1. Vigilant trait listed twice in civ builder 2. Resources cover up some ship stats in designer Not necessarily a bug but something I've requested before: 1. Put moves/remaining on the ship/fleet panel for fleets - it's annoying to have to hover over a fleet to see how many moves it has left. Single ships show this, fleets do not.

190 Replies 469,876 Views

[quote who="Neil Banfield" reply="6" id="3676422"] Adding /nolauncher as a command line parameter in Steam will stop the launcher from showing. [/quote] Thanks!

9 Replies 24,895 Views

I sort of see the issue but it's unless you are going for it to try to pop the wonder early (and have the resources necessary that early) then you're kind of taking a chance. Otherwise, for me it's always a very fast tech to research so there's not much to lose if some AI is already building it. Either way, it's a tech that you know about and understand to be a risk, so if you're not into taking a risk, don't bother with it. Sounds like you basically either want the wonder a

11 Replies 35,211 Views

I'm sure I've mentioned it before but I wish you could see the star map when colonizing a new world since I usually have some plan for the world and can't remember it without seeing its position. I send a colonizer out and several turns later it finally lands and I'm like, hmm, wonder which planet this was. Most of the time I end up colonizing then escaping out to the map before starting to build structures so I can make sure of where the planet is before building anything.

29 Replies 89,048 Views

I didn't like the resources pre-Crusade and always set them to rare to cut down on the hell of mining everything, and even with a rare setting I felt like there was too much of it still. I would agree that trading constructor hell for resource gathering hell isn't that hot of a trade - either way you get a lot of miserable micro. If this kept the AIs from cranking out bazillions of ships it might be ok but the AIs probably get relief from needing

18 Replies 45,395 Views

I've seen some AIs get wonders incredibly early, like the first 10 turns - wonders that require research and special materials. Seems kinda ridiculous. I hate when AIs have to cheat to compete. But hey, at least they go for the wonders, that's good.

9 Replies 33,699 Views

The problem I'm running into is if I play on one of the larger map types and cut the number of AIs down from whatever the ridiculous suggested number is, such that there's some room to explore and expand without fast contact, then I end up with administrative crisis even with only ever using administrator citizens. It might be nice if some of these values scaled with how you setup the game, because they're probably balanced around suggested defaults. Ex, if you reduce the number o

9 Replies 17,618 Views

I'm not a fan of having everyone start on top of each other, or of having AIs starting right next to me. I prefer some exploration and expansion before contact. I've only tried a few map setups and it seems like the recommended number of races per map is excessive and would lead to unpleasantly (for my tastes) cramped maps.

9 Replies 17,618 Views