[quote who="jackh1992" reply="93" id="3686234"] CIV ALSO HAS GANDHI OF THE MOST BELOVED AI IN A 4X GAME so it's got charm as well. He apart of gaming culture and memes so that helps. [/quote] Indeed. GalCiv3 does a lot of things, but nothing stands out as special. If they could somehow make the other races, or at least a couple races, feel interesting and engaging it would go a long way to giving the game more appeal. Sure, there's the cute
Badbonez
Polish doesn't make a developer money, DLCs do. Spending time on polishing a game costs money in staff time, so unless they sell new products, they are just spending money. And no one will buy a DLC that is just bug and UI fixes. There has to be new content, which means they spend time on that, not fixing bugs. Personally, I wish they would just start GalCiv4 and do it right from the ground up. It's obvious that some decisions were made in the initial developmen
[quote who="lyssailcor" reply="30" id="3681926"] Quoting Triple_Crown, reply 28 From the very beginning I felt that those planets' potential are not used. There could be tons of stuff to do, that could be there, but are not. Let us eXplore those, dead and alive planets for some artifacts or other phenomena
[quote quoting="post"] The wild East <
Polish, low price and sophisticated game play? That's not the right equation. The equation is: (Price) (Time) (Quality) - pick 2. You've got two qualities and a price in your equation, there should be a time element. So in that case I'll take polish and sophisticated game play, but I want it tomorrow! :)
[quote who="Frogboy" reply="2" id="3681772"] For Crusade I dug into this system. I will indict the developers on your behalf. It doesnt work as you (or I) would expect. i will try to write up a guide on the Byzantine rules on what those numbers do. [/quote] That would be awesome because I spent a week tweaking the mapsizedefs and mapsetupdefs and I can not get a consistent number of planets per star systems. I would make a change and create 10 galaxies
I always thought citizens should be generated differently for races/traits and ideologies, and why not empire size? This gives the player some control on how often they receive them and makes for a strategic decision to go down one path or another. The idea of 10 citizens per turn, regardless of races, empire size, ideology, traits and abilities is completely arbitrary. It seems to be a lazy design decision, "hmm, 10 turns seems right...just leave it at that." And I
The problem with a lot of strategy games these days is that they add multi-player. Once they do that, they don't have to worry about an AI, they can just say - "well, play a person, that will be a challenge." I feel that's what kills good turn based strategy games, or any game - Stellaris being the worst culprit. One of favorite 4x games, and it is a real-time game, is Distant Worlds: Universe which has no multiplayer which allowed the designers to focus on fea
[quote who="zellonx" reply="3" id="3680384"] I know you all can not say it but I will paradox is buying reviews. This really chaps my arse. [/quote] Really? Great, how do I get some of that sweet, sweet Paradox loot? As for reviews, well, I for one am waiting for the major changes to slow down. Every week there are additions that changes the game, some changes for the better, some not. I mean, the campaigns are completely busted and a lot
[quote who="leiavoia" reply="1" id="3680359"] Aside: please don't put "amber alert" in the title unless it really is one. It's a serious thing. [/quote] Lol...
Ooops, nevermind this
+1 for numbers 3 & 4 5) I would also like to see a numerical value of the number of turns until a technology is completed in the technology progress bar (upper left corner). As it is now, you have to mouse over to see the number of turns. This behavior already exists if you select your planets, you will see a small number indicating the number of turns until the item in the build queue is finished. Put a numeric indicator here: </p
[quote who="Avatar137" reply="4" id="3678581"] Quoting Badbonez, reply 3 You can easily trade for the AIs colony ships and survey ships for tech, then disband them to get the administration points, or go ahead and use them. This is extremely devastating to the AI, especially early game. This has been brought up
When I go to select a mission for one of my shipyards, the turn length will say "8" (or whatever) but when I put it in the queue, there is a difference, sometimes it will be fewer turns, sometimes more. Is it calculating the number of turns based on all the sponsors of that shipyard?
[quote who="Fimbul" reply="20" id="3678522"] I really like the changes and it makes GalCiv great again! [e digicons];)[/e] What I very much miss are the clearly different tech trees. The alterations by traits are minor. The Thalan don't feel very different anymore and miss most of their unique style. [/quote] Agree with that! I didn't even realize there were differences based on traits until saw a posting about it. I liked the administrators, they do help with micro
You can easily trade for the AIs colony ships and survey ships for tech, then disband them to get the administration points, or go ahead and use them. This is extremely devastating to the AI, especially early game. This has been brought up in another thread and will hopefully be addressed. This trade takes place whether your are allied or not.
[quote who="admiralWillyWilber" reply="25" id="3677389"] Quoting Badbonez, reply 20 The frustrating thing is that there is no comment by the devs on why it is this way, was it designed intentionally to aggravate the players? Or is the ability to see the planet before deciding so game breaking that they won't let it h
[quote who="FreedomFighterEx" reply="1" id="3677336"] Star, planet, habitable planet, and extreme planet affect each other in sequence order but planet, habitable planet, and extreme planet compliment each other. More star mean more chance that you will have more planet in total. More planet mean you will encounter a star system that has planets instead of just lone star with nothing, and having more of them. However, these planets are Dead Planet (Class 0) which will be upgra
In the galaxy settings, how do the frequency settings work? Are they additive? For instance, if you have set the planets to common and you get 100 planets, will it then add the habitable planets for a total of 120? Or does the number of planets remain constant and you still have 100 planets but maybe 20 are habitable? And as a follow-up question: If you have set planets rare and habitable planets rare, do you get more habitable planets if you set stars to abund
[quote who="Frogboy" reply="3" id="3677318"] I assume you two believe that the Civilization series, that never has more than say 5 techs to choose from, lacks meaningful choices? Pairing the tech tree from a dozen and a half to say 9 techs at a given moment doesn't strike me as a huge nerf. YMV. [/quote] Well, that's a 50% reduction from "a dozen and a half" (18), to 9. That is statistically significant in any statistical method you wish to employ. &nbs
They weren't opponents, AngryJoe was playing and Brad was back-seat driving. It is apparent that AngryJoe never played GalCiv3 before that stream so how his ramblings got so much weight in the patches is mind-boggling.
The frustrating thing is that there is no comment by the devs on why it is this way, was it designed intentionally to aggravate the players? Or is the ability to see the planet before deciding so game breaking that they won't let it happen? I watched the AngryJoe twitch stream and even HE mentioned that he cannot make an informed decision (and I don't think he's ever played the game before that stream). Brad just nodded and smiled without comment...
Yeah, some interesting ideas. But the wall of words hurts this old geek's eyes. Can you break it up please?
[quote who="Larsenex" reply="1" id="3664176"] Do you mean you cannot hit the back button and leave or you are stuck in conversation? [/quote] Not sure why you are bringing up the back button, I am talking about the ESC key. In almost every other window you can use the ESC key to leave that window and return to the galaxy map. Planet windows, tech window, govern window, but if you are talking to another race, you cannot ESC from that dialogue. <p
Those patch notes for 2.0, are they all there will be or will there be other changes? I can't believe that we still cannot escape out of the Diplomacy dialogue. I don't mean the window with all the planets, you CAN escape out of that, but when you are in a dialogue with another race, and you realize there is nothing to trade, you cannot escape out of those screens. Please, make the escape key consistent throughout the game.