Smithy6482

Smithy6482

Joined Member # 6378208
10 Posts 77 Replies 606 Reputation

[quote who="Larsenex" reply="10" id="3542442"] I am not sure but I thought I remember Paul or Brad stating that the AI is also handicapped by fog of war, that is it does NOT know the locations of planets/resources on the map and is playing on the same field of knowledge as the human player. [/quote]They've said this multiple times, but they're wrong. It's super easy to test, too: Just start up a game on a small map with lots of races and use your ships to follow th

12 Replies 7,171 Views

I know that at least for beta 5.2, *some* of the Assembly project techs would make the Assembly finish faster. Some may be bugged. It's easy to test though: early in the game, it can take a new planet 20+ turns to finish the Assembly. Later in the game, a new planet with just a couple of manufacturing facilities can finish it in 8 turns or so. Personally, I'd rather it always stay at +5 population and the techs decrease build time. Adding more than 5 pop could d

13 Replies 14,714 Views

Although I haven't been able to play much at all, I want to first complement the GC3 team for all of the polish I can see that went into 5.3. The difference is tremendous! I really like the little type symbols next to planets: aquatic, etc - great touch! Game: immense, uncommon planets, uncommon habitable, spiral, everything else default, 16 majors and various minors. I'm playing a custom synthetic race. Noticed items: In the Custom Race creation, the toolt

1 Replies 3,991 Views

I didn't notice it during game creation, but I had two terran races in the list and on the map. One was called "New Race" or something close, like the above SS shows. I only noticed it because they were created right next to each other. The map had two systems, each with Earth and Mars, right next to each other. One system was probably populated only by people with slightly sinister goatees... Game was on a small map, all races including like 8 custom, scattered, all other

7 Replies 6,918 Views

I've noticed the following issue in my current large game (started in 5.1) and in several small-map new games in 5.2: The AI is very willing to trade credits per week for exploration & non-agression treaties, even to their severe detriment. On my larger game, I'm playing a custom artificial race and have two races feeding me 9000bc/turn. I'm using those credits to buy the Assembly project on every planet and have maxed my population in just a few turns. On the

37 Replies 19,198 Views

[quote who="Wer900" reply="24" id="3536334"]In order to allow for shipyard sponsorship perhaps modules should simply be added to the queue. Or a "govern" screen could be devised for the shipyard allowing one to create an allocation between shipbuilding and starbase construction. Shipbuilding shouldn't cease entirely as a consequence of starbase sponsorship.[/quote] Based on what the devs have said, that's exactly the point building constructors: it slows down your military con

35 Replies 73,359 Views

[quote who="Gauntlet03" reply="21" id="3536267"]A- Planets - Shipyard - Starbase B- Planets - Starbase OR Shipyard[/quote] I'm with you, Gauntlet: option B is MUCH more intuitive and makes for less micromanagement. It would also satisfy the developer methodology of "choose between military or starbase production." With option A, you make it a 3-chain sequence to edit how a planet is sponsored. That's headache-inducing and I don't think it'd be any better than the

35 Replies 73,359 Views

[quote who="Gauntlet03" reply="14" id="3536111"]Having planets sponsor Starbases does eat Shipyard time albeit indirectly. Every Starbase sponsored, is a planet that can't sponsor a Shipyard, this reduces production rates, and thus increases the time it takes to build anything at that yard, exactly the same as if the yard was busy building a constructor. Thus, we are still "killing" production time form a Shipyard.[/quote] Ahh, I didn't realize you were suggesting a sponsorshi

35 Replies 73,359 Views

Upgrades are prioritized above the projects. The only way I know to force a project is to cancel the upgrade. No idea how to restart it though, as I've never cancelled one...

7 Replies 28,660 Views

I thought the game automatically built colony upgrades, even when set on a research/econ/culture project? At least, I've noticed ALL my "forever project" planets start building an upgrade when it comes available.

7 Replies 28,660 Views

[quote who="psychoak" reply="9" id="3535731"]Constructor spamming starbases is just annoying, but it's not constant enough to make them sponsored like shipyards are. I would instead have it be a work order that would put a build item into the host planet's production queue. This would detract from more civilian improvement than military, but most starbase upgrades are civilian in nature anyway and we really don't have enough to do on planets besides produce money/resear

35 Replies 73,359 Views

[quote who="Frogboy" reply="14" id="3535074"]In beta 5, a starbase can simply request a constructor and one is built and sent to it. I'm not sure what the micro management here is. A starbase, unto itself, does not have factories and it would be, frankly, not very fun imo to have to worry about how productive a starbase was in building its own stuff. It sounds like more of a UI issue. Starbase stacking isn't going to go away. It's a super fun feature o

27 Replies 104,408 Views

VERY good overview OP. I agree with all the major points you make. The biggest 3 changes I'd like to see are Unifying the 3 types of SB into one OR making different types of SB buildable within another SB's ZOC, with a 2-3 hex separation. A set-it and forget-it feature like the OP describes, where you set the location, type, and priority of the modules: econ -> subtypes, then military -> subtypes. Rough example: I set the SB to build the econ mod

35 Replies 73,359 Views

[quote who="BuckGodot" reply="8" id="3534903"] FWIW the comparable lists in GC II were in fact restricted to planets one had discovered. [e digicons]:)[/e] [/quote]Good deal, hope they do the same thing here. It's probably on the non-critical to-do list.

10 Replies 63,331 Views

[quote who="ayork1" reply="19" id="3534622"] @Frogboy, I got a fairly good save game where it starts to get out of hand. Conquest victories will probably never happen with the current balance. [/quote] This is what I'm afraid of and it's why I turn off influence victory...every game.

23 Replies 7,597 Views

[quote who="DARCA1213" reply="12" id="3534671"]yes, yes, finally its catching on! Chekov was in a neuclear aircraft carrier and was looking for the reactor. [e digicons];)[/e] [/quote] I guess I'm not following you. :) I recognize the movie reference, just not the relevance.

15 Replies 5,482 Views

Oh man, I would love this. MoO3 had a similar feature and I used it like mad. Personally, I think the list should be limited to discovered planets and allow you to filter by bonuses, class, etc. This would make it MUCH easier to manage the flood of colony ships that I start at turn 30-50. When you have 15-20 heading towards new worlds, things can get a bit confusing. In another vein, I'd like a UI toggle option to turn on ship pathi

10 Replies 63,331 Views

Yep, I agree with the OP. I feel slightly cheated if I get to the later stage of the game and realize I didn't terraform optimally. I'd rather all of the regular terraforming options be shown at the same level. Display unterraformable hexes as red-tinted - only way to use those is with the single-use "terraform any tile" tech.

15 Replies 5,482 Views

Noob question: has anything changed in B5 regarding the mining resources? They have no tooltip indicating what they are for and GC3 is my first foray into the GC universe.

5 Replies 4,109 Views

[quote who="Jarac" reply="7" id="3533097"]Quoting Publius of NV, reply 6 I got a similar trade request from a minor where it looked like a gift, and got a CTD when clicking accept. I've opened a support ticket for it. I'll be honest, it sounds a bit hilarious because it's like the AI is giving you a trojan horse kind of gift. [e digicons]:rofl:[/e] [/quote] Ah

11 Replies 17,196 Views

[quote who="NanakoAC" reply="1" id="3533600"] 1. Give them the ability to move, with upgradeable engines 2. Give them some ability to conduct long range "artillery" strikes, on enemy fleets (and an ability to set on overwatch and automatically fire on incoming enemies) [/quote] Yikes, both of those seem WAY too powerful! Moving starbase = slow moving assault ship you can move into enemy ZOC. Artillery strikes + the upgrade that slows enemy

3 Replies 2,132 Views