DeimosEvotec

DeimosEvotec

Joined Last seen Member # 6402032
4 Posts 83 Replies 170 Reputation

When you lose a fight you can also look at the battle log for the hits/misses, the damage numbers and rate of fire and range (the later two are not directly shown but you can somewhat judge if they are higher or lower from the list). This might give you some information on what gave them the advantage: the damage roles/hits and misses (maybe you were just unlucky?) or range (maybe they had the first strike to give them the advantage) or just higher rate of fire (which equates to more damage i

7 Replies 22,495 Views

[quote who="Jaedrik" reply="91" id="3611800"] Or am I horribly misinformed and that's already in the game? [/quote] Yes, you are horribly misinformed, but to your defense the ui does a horrible job at showing this. With techs it's most notable as you can get multiple techs in a single turn if you pick something further down the tree and have enough research to get two or more tech in a turn. But the ui does a horrible job at showing that you can chain research and

93 Replies 991,320 Views

I wonder why there even is a 64 ship limit, with all the talk about the game running on a 4th-gen game-engine, that should technically be able to handle more. Supreme Commander can handle thousands of units, while calculating collisions on a 32-bit engine on a single core, while GalCiv3 can't handle more than 128 ships without collisions on a 64-bit engine on all cores available? The only thing I can think of is that calculating battle results wouldn't be instantaneous

23 Replies 113,413 Views

[quote who="Maiden666" reply="18" id="3610868"] one problem is that a diplomacy system needs to work out for both players & AIs. currently the player has a strong advantage because he is completely free while the AI needs to rely on a system of relations. for good reason, because to take that freedom of decision away from player will create an unfun game. I also cannot see why you need some sort of abstract "points" to be able to talk to someone, or how that "points" could

27 Replies 118,552 Views

Well naselus isn't talking about mods but game mechanics that don't function. But that aside pootthedestroyer's first reply is spot on, ever since I found out how diplomacy works I wondered how the fuck that is supposed to work in multiplayer. Other players wouldn't give a fuck about any number of diplo points and dow you anyway and pootthedestroyer has presented a system that makes much more sense but nobody seems to coment on that. Other than what those to sa

27 Replies 118,552 Views

I'll try shift-enter , but it seems like your example doesn't work? Nevermind works now. Thanks anyway.

7 Replies 44,878 Views

So can anybody help me get such a spoiler button that works with formated text?

7 Replies 44,878 Views

I'm open for feedback if you post it over there. [e digicons]:thumbsup:[/e] Edit: I really love people like you, they allways provide super detailed feedback and point out what exactly they find problematic. [e digicons]:|[/e]

3 Replies 5,609 Views

Read the section: Intel Systems Expansion https://forums.galciv3.com/473683/page/1/#3608304 Might add a section about diplomicy later...

3 Replies 5,609 Views

I have this giant suggestion post over in the GalCiv3 section, that is already 4 screen lengths long and still growing and I want to make the post more accessable without people just seeing a wall of text and closing the tab before reading anything. Edit: nevermind what I wanted to say here. With some experimenting I found my problem, the version I found does work BUT only for unformated text, as soon as I try to

7 Replies 44,878 Views

Oh, yeah that also counts as a spoiler, I should have been more specific. I need a button or link that unfolds or collapses a text. I want to use it to make my giant wall of text of my in depth suggestion more approachable and not immediately overwhelm people looking at it.

7 Replies 44,878 Views

How do I do spoilers on this forum? I'm used to BBCode Spoilers [spoiler=Spoiler Name]Spoiler Text[/spoiler] but in HTML it seems more complicated. I tried some variants I found by searching but I didn't get them to work properly.

7 Replies 44,878 Views

[quote who="Go4Celerity" reply="69" id="3610040"] Whatever you said... [/quote] Have you read this: https://forums.galciv3.com/474192 If you already have, I doubt you understand it's implications. Here is the most important part: [quote who="Frogboy" reply="5" id="3609892"] A lot of the rumblings from long time players on GalCiv come from us having to re-develop features that had been

78 Replies 399,204 Views

Bumb, for the almost complete post rework and to get some more discussion. Edit: Since nobody seems to be interested in a Complexer Intel System, I'll just stuff all my suggestions in here. Edit2: :( The lack of any kind of feedback makes me sad. No feedback no refinement of the ideas.

3 Replies 12,033 Views

Instead of just asking for the ability to retreat you could propose a possible implementation and analyse it for (potential)problems and maybe propose solutions for those or alternative implementations. Also you should just ignore realism and focus on what would be good for the gameplay. GC3 is my first turnbased space strategy game so I can't think of anything right now but other people have mentioned possible implementations but most posts lack a more in-depth analyse. E

30 Replies 124,772 Views

Short answer no. Long answer you need to make a mod, ask Gauntlet, he's figured it all out for his race mod: https://forums.galciv3.com/466227/page/1/

2 Replies 4,319 Views

[quote who="Franco fx" reply="1" id="3607663"] The Dread Lords are not part of GCIII so I am not sure where you are coming from with that... I( may be missing the point entirely since the Dread Lords as part of GCIII base game is unfamiliar to me. [/quote] The Dread Lords are part of the MegaEvent DLC. They spawn when their respective event is triggered.

3 Replies 6,578 Views

Hiding inside nebulas is not a thing, nebulas just reduce the sensor range of whatever is inside them, they hide nothing. EDIT: Hiding in nebulas will be part of Enhanced Enviromental Effects. Line-of-sight was just a half-hearted idea, without much thought put into, because I already dismissed it as nonviable. No micromanagement, just techs to research, modules to put on ships and starbases and new treaties for diplomicy. Yes, it's a mechanic that should be implem

3 Replies 12,033 Views

Most important thing about this thread is that I think a lot about what I suggest, potential problems in my suggestions and their solutions and/or alternative implementations and I never suggest something because of realism, I suggest what I think leads to better or more interesting gameplay. I update this post very often since it takes me a long time to write everything down and if I have some new thoughts I'll also update it. I've also already done multiple passes for formating so i

3 Replies 12,033 Views

To be honest "realism" is none of my concerns, I'm just interested in a more complex intel system with more options(jamming/stealth/cloacking)than just unmapped, mapped and visable. With radar and vision split into seperate modules, with vision stacking being equal or harder than sensor stacking now and radar stacking being easier so radar can get at least twice the range of vision. You could notice large movement in enemy territory long before they enter your vision, so you can p

4 Replies 8,208 Views

In my tests I noticed that the NoDefenceDamageOverflowBug is still not fixed, which means that damage doesn't overflow from the defences to the hp. This makes this discussion useless anyway untill it's fixed because this favours the small ships greatly. To give an analogy: Deathstar vs a bunch of fighters, deathstar shoots the first fighter and the fighter is like: "Oh no my deflector shield has been destroyed". Then while the deathstar is recharging, those fig

33 Replies 82,440 Views

I would much prefer a vision and "radar" system, so everything has a smaller vision radius but a larger radar raduis. This opens the possiblity of two sensor branches in the tech tree and some interesting counters like jamming, stealth and cloaking. Radar would only give vague information about what is detected like there is a planet but you don't know the class/other information or resources but not their type and starbases/precursor artifacts and ships/fleets with an rou

4 Replies 8,208 Views