Kyoss79

Kyoss79

Joined Member # 6419286
0 Posts 37 Replies 51 Reputation

Good feedback in that initial post. [quote who="sweatyboatman" reply="1" id="3562724"] On the higher levels of difficulty I find it surprising that you're able to run away with the game without conflict. [/quote] Well when you go the way of diplomacy.... It's kinda easy to be friends with everybody. Not saying the OP did.

7 Replies 9,065 Views

[quote who="marigoldran" reply="18" id="3561813"] You don't wipe out the shipyards in the early game. You focus on wiping out the PLANETS NEXT TO THE SHIPYARDS. Same difference. [/quote] So in the OP you say lets wipe out shipyards and now you do a 360? Nice one! [quote]Chill, man. Chill. It's just a game. [/quote] I'm pretty sure the game didnt come to this forum to spill garbage all o

52 Replies 200,840 Views

[quote who="silof" reply="24" id="3562087"] Anyway, this does raise an interesting option: should it be possible to build a fortified shipyard? it will cost more manufacturing but would have superior attack/defense capabilities.[/quote] Yes please. I can send a gazillion builders to upgrade a starbase, but none to a shipyard? Who says I cant just attach a starbase to a shipyard? Madness! ;) When I can upgrade all of my ships even deep in enemy territory (especiall

52 Replies 200,840 Views

The main difference between galciv3 and civ's units is, that in civ no signle army/fleet was able to move 8 fields into your territory to pick of single units running around. In Civ territory did often cost more than 1 move, and you weren't able to use roads on enemy territory. In GalCiv thats no problem. I can even move into enemy territory _before_ a war with no systems to prevent it. I can even move next to your so-called "safe" shipyard. Nothing is saf

28 Replies 104,368 Views

Sorry I don't have an answer for your question, but ... attackers and inhabitiants are measured in billions ? What ship can carry 3.5 billion people. Soldiers. In gear. The more I read about this game, the more i'm put off.

7 Replies 22,494 Views

Oh yes, please. Dismissing Dialogs with Right-Click is the single best UI invention ever. God how i hate to search for the X in the top right of a dialog. Or the stupid DONE button. I love this so much, i started implementing it into web UIs, too.

10 Replies 88,341 Views

I also think something should be done about easy colonization. I like your idea with reduced range. I really dont think ANY planet should increase the range of ships. Only shipyards and/or starbases. Because for increased range, the ships would have to land on a planet. Landing is dangerous, takes time, damages ships and outright destroys ships which are not built for atmospheric landing (which I guess, none are in galciv3).

4 Replies 17,469 Views

I made a custom race once which had the personality set to defense, i dont really recall what its called. The options where you can drag priorities for the race like "Military, Trade, Diplomacy, Expansion etc". That race had about 5 to 9 ships defending their planets. But those were mostly tiny/small and i could take them out easily with a 25 logistics fleet of mediums.

2 Replies 3,446 Views

marigoldan if you actually once played the game, you would know that your first combat ships will get heavy losses when attacking a shipyard and probably won't even destroy it. Also the AI can just rush another one next turn. Also stop opening new threads every 5 seconds. You seriously start annoying the crap out of me.

52 Replies 200,840 Views

Well to be honest, that all isnt really needed. When playing on a small(ish) map, you can focus all your research to reach Planetary Invasion as fast as possible (and colonize as usual until you reach it). By doing that, the enemy has pretty much no defenses and you can send your transport right next to their homeworld, declare war, and conquer it. I dont really get why people in a transport module seem to have magical powers and suddenly 1 million peopl

52 Replies 200,840 Views

It works like this: you have a bunch of elderly clerks, who work at an insurance company and hope for early retirement. Then you put all of those on a transport ship, and voilá. Out of nowhere their equipment spawns and they are trained soldiers who get a bonus when attacking elderly insurance clerks and have a k/d ratio of about 4:1. Then after conquering they lose all training and equipment and probably can't even work as insurance clerks, cause you paved the

14 Replies 41,385 Views

Well since I wanted to post something helpful. All colonies should have TWO different kinds of population: residents and colonists. Colonists "grow" from population, and when you take them into your colony ship, they are gone and you can't take more people. Or call them "adventurers" and they can be soldiers too... Just don't make them unlimited.

12 Replies 60,047 Views

Tbh I think the game abstracts too much and tries to be a game, when in reality you cant just walk up to your populatio of 7 million people and force 2 million to step on a colony ship. Same goes for invasions. Imagine someone built a giant ship and told you from now on you're a soldier, flying around in the universe with no escort ships, because your ship has 14 moves and could eventually never encounter any enemies on the way. Who would board that carrier? noone. <p

12 Replies 60,047 Views

[quote]So let's say you got this nasty neighbor you don't like. And who blocks your expansion. [/quote] [quote] Colonizing 15 planets on one of the larger maps is easy as heck. You can easily get 6 new colonies and a shipyard on each one by turn 9. [/quote] Oh my god he must have blocked your expansion a lot.

9 Replies 10,108 Views

5) The automatic ship designs overvalue defenses. Thats why often you end up with ships like 12 beam attack and then 8/8/8 defenses. When it should really be 20/0/0 attack and 4/4/4 defense... Also the weapons are unbalanced and the AI doesnt know about it. They should use MUCH more missiles and missile defense (at the moment). 6) I also dont get that loyality stuff. In my latest game I was able to research Extreme Colonization before anyone else. I sent 4 constructors and 2 c

5 Replies 18,877 Views

No, I dont think there is. I really don't think the actual system is any good. Ships should be able to change role depending on the current fleet they are in. In a Fleet of mainly large ships, a medium ship would of course be an escort or assault. But put the same ship in between a bunch of tinies, and suddenly its the capital. I would love to assing roles depending on fleet and not when built.

2 Replies 8,271 Views