Um btw. . . . . . why hasn't anybody mentioned drive size ignoring your hull size ? I think it's cosmically absurd that tiny gnats must haul the same hyperwarp rig that propels your deathstar in order to keep up with the fleet; and gaining "maneuverability" in combat in the early game consists of leaving just 2 size units to squish all your torpedoes into. <span style="font-size
StellioPaultos
Omgz, safari-fail. Where's the elephant? o_O ps. Personally I never mix galactic business with pleasure :]
Hi, I'm here to talk about the elephant in the room, that there's no way to win w/o owning the hell out of the industrial expansion tech branch. Here's some alternatives Independent "Social branch" that advances as scientific output is accumulated regardless of tech choice. Periodic breakthroughs may grant bonus planetary production based on raw p
Guys, I think that we all can think of ways to improve this combat system. The boat may have sailed however, or the shuttlecraft departed already, as such tweaks would shake up a major proportion of the entire game. Let's hope enough of you find it exciting as it is now. ( IMO, I think it's needless to say that if retreat options are granted, then items like fighters would be tweaked appropriately.)</span
I think you should clarify whether you're asking if such a mod can/would be suppressed for some high n mighty reason, or if the tech modification process can be automated within a mod. So in the case of the automating, can today's mod cover future factions, right? I think the answer is 'no' to either question. it would've been nice to make one release and then just enjoy the fruits, but no you would be looking at periodic u
Guy: you're going to have problems in life if you approach things this way. Have a pizza if you lost. :pizza: Personally I need to have a whole gallery of frustration cures to keep me normal feeling - not just talking about these strategy games here either... I say, if you can't address the cause, then go medieval on the symptoms!
[quote who="Larsenex" reply="4" id="3586143"] Quoting naselus, reply 3 Yeah, the income from trade is laughable, particularly when compared to the generally ve
Let's review how trade routes work in GC3 1: you build a rather costly vessel. 7 times. 2: you haul past mobs of pirates, wormholes, and space plague until reaching some filthy, backward planet to bestow your wonders upon (direct each ship to another race's world) <span style
@OP - this is all good and well, but how much room can the tech tree have for entire new branches of progress? As I see it while I'm rushing for hyperdrive plusses and terraforming and the 3rd tier of sci/ind buildings, I don't even have time to grab, like, weapons! For the first 150 turns of each game I'm always "ripe for conquest". Would Bob the governor make everything groovy again? <
Hey Indorikan . I agree with the points you made except not getting #3 (you said 'just have the list sort itself based on' --- on what...?) and here's my own list of gripes: https://forums.galciv3.com/469570 <s
thanks guys. Yeah, these points are going to be polishes only, but I mean why not have that polish? I'm still discovering new things and I feel the designers outdid themselves for sure. just the one thing I'd request (YEAH I know, 1000's of players each requesting "only" one feature...) but an ingame scratchpad with some referencing ability... that just seems like good sense. Forget "oh, how can we grab the users's attentionss" and just go w/ good sense
Uh. Not one person wanted to chip in? Wow, ok. =-X *barely-suppressed nerdrage*
The games I played went well for me, an admitted over-perfectionistic nit picker scab-scratcher. On the whole I think this can even work in a multiplayer setting where each turn takes a fairly reasonable number of minutes to execute. Some of the features above address areas where analysis might extend turn time severely. I could probably think of a half dozen more given a little more game-time, heh. But these are the ones that presented themselves most readily. Right no
Updated, late Sept :} -- Game option - verbose, ie "more" setting for tooltips. never hurts Summary of upkeep for all ship types *1 Fleet name can't be maintained * Game option - Allow to adjust opacity of unbuilt improvement upgrades Display attached shipyard production stats in Govern Planet screen Separate rather than combined "use civ prod level" toggle fo
I believe this is a request for forecast, not history. Approval always goes down since it's the reverse of population.
Okay... I don't want to argue too much for my point after it's made, but I'm calling (3) one of the worst decisions in part due to frustration but also in part due to some of the "what?..." choices on offer. for example "sustainable manufacturing" being placed next to uber-15% bonuses directly applied to production. I guess in a tight race it can grant you bargaining power. Incidentally, why does it give bargaining power, especially in a no-tech-bro
[quote who="marigoldran" reply="2" id="3575922"] On maps with lots of planets, invasion IS a loser strat until almost all of the worlds are developed. [/quote] Before your suggested change did you mean? I think that might be the real problem. When you view the game as us versus x copies of us (but not as good-looking, naturally) then there's some point to the planetary takeover mechanic, but we're supposed to see it as every pla
I enjoy your posts, admiralWillyWilber. to all: the wheel is a must. I think a reasonable balance can be found, you just need to let go of some of your hangups about wastage... how long do you think you can keep caring anyway? You will either burn out on the entire game you are on, or just let it go. there ARE numerous potential improvements to management that can be made, that would cause this to be less of an issue, but I'm keeping it to myself until I'm re
So anyone know, is there a section of the forum here for that? For example "I think the tech tree screen should have a zooming ability" Maybe this thread could be an idea pot for everybody to throw something in. If you've made a long vent or rant already about features you expected or realized were crucial, then yes this means you can link your post! Yaaaaaaay! But seriously there should be a place right?
Good morning and thanks for reading =)) marigoldran , I actually wanted to - well, am going to - put forth my sense, that this game's exceedingly targeted at multiplayer ; insofar as the single possible mode of a 4x game is enough to draw a big player base. so I disagree with you there, but otherwise good points. Thi
Lady and gentlemen, I'm here to break up the lovefest... or at least to post a minimally incendiary List of observations. These are things I wish could be changed. (1 of 4) "Deals that have been paid in full cannot be cancelled" : really? Have you ever tried telling Darth Vader that one of his deals cannot be cancelled? Right. 2) Un-abandonable colonies : coupled with a mandatory large empire penalty, which
"The analytics on strategy games show that most people don’t really appreciate good AI..." - oh ffs!! Most people don't REALLY appreciate anything other than 'junk that mess you up'. Focus on what ought to be made, and do not go by what most people say. I feel sometimes that civilization has been barely held together through all of history by a few determined people going particularly and exactly AGAINST the current generated by the people at large.
But in what way is this realistic? Also it seems your system would result in multiplying the value of population pretty intensely, making invasion a completely loser strat until almost all of known space has been claimed and developed.