Franco fx

Franco fx

Joined Member # 642180
92 Posts 1,044 Replies 886 Reputation

Sometimes it seems the devs over-react to complaints (and some they seem to ignore). In previous betas it seemed the human player was almost always made the Chairman, now it seems they have put in arbitrary negative votes, (or something). I can almost guarantee a custom race will not be elected and since B5.3, I have not been elected regardless of power rating and popularity.

6 Replies 2,408 Views

I am confident that the approval relics work, but I don't know how they work since I can't find the effect listed anywhere but on the relic. I have never had a game with over a hundred colonies so far but I am having major approval problems with about 52-53 planets and I have 4 approval relics over 50% improved. I think they are playing with the relics and I think the culture and approval relics have been nerfed as part of their balancing. They need to back off t

28 Replies 120,045 Views

[quote who="Publius of NV" reply="12" id="3540121"] Quoting Franco fx, reply 7 As long as they take care of the crashes and major bugs, the average new player is not going to be as sensitive as we are to balancing problems and little issues that piss us off. I am a bit concerned that the avera

63 Replies 331,491 Views

[quote who="JorgenCAB" reply="2" id="3540051"] Was I asking for advice?!? [e digicons];)[/e] I am fully aware how it works... I'm complaining it is an unnecessary and very gamey mechanic that just increase micromanagement and that make long term strategy less important than min/max the slider all the time. That is if you want to play the game efficiently... [e digicons];)[/e] [/quote] No

6 Replies 16,056 Views

The game only sends the latest standard constructor. It will not send custom designed ships. They may "fix" this in the future but it will not be in the May 15 release, I suspect. Once I get the pragmatic bonus my custom constructors will build 6 modules so I use them to build new star bases and just let the system work to finish them. It takes longer but it beats trying to direct the ships myself.

1 Replies 2,463 Views

[quote who="Lightbanee" reply="26" id="3540027"] If they fix the game breaking bug of the combat viewer not working and freezing the game after a few runs, the game would be almost ready for launch. Right now if they release it with that bug its going to be a massive fail. They will get terrible reviews as a lot of people will encounter this game breaking bug, also some of the ideologies don't work as intended yet. I haven't played the Yor so I can't comment on that feature,

58 Replies 165,979 Views

The sliders can be adjusted for each planet. When you are in the planet management screen look on the lower left and you will see the management button. Click this and the sliders for the planet will pop up. If you don't want to manage the economy set it in the middle on the main screen and go ahead on. However, you should know that the AI does play with theirs (economy sliders that is) As you get more familiar with the game all this stuff will start to seem simple and not

6 Replies 16,056 Views

One thing to consider from Stardock's perspective, most of the Founder's and beta testers have been playing GC for years. As long as they take care of the crashes and major bugs, the average new player is not going to be as sensitive as we are to balancing problems and little issues that piss us off. I have not had a crash in 5.2 or 5.3, only the pirate anomaly hang-up that B6 is supposed to fix. I do have a quad gaming computer though, so I do wonder if it will be oka

63 Replies 331,491 Views

[quote who="Icrushthee" reply="81" id="3539774"] In my last play through (.53) I didn't need as much of a constructor spam as before. I was able to make ships with 2 constructor modules on them from the get go, and you can only have 6 economic starbases anyway. I don't know if the latter was a bug but to me that really limits my constructor building. [/quote] I guess you are referring to 6 econ bases per planet. There is obviously no

86 Replies 305,306 Views

[quote who="Martimus" reply="11" id="3539823"] I hope that when the combat mechanics design is complete there will be a journal published that explains how they work. [/quote] I understand there will be a game manual. That usually implies a big thick book that goes into detail about stuff like the weapons systems

13 Replies 126,855 Views

For me the best thing about the GCII mega-events was that they could be turned off. When I have been busting my ass for a couple of hundred turns to build an empire, I don't want some BS wrecking it. That is too much like real life for me. :) (Go ahead and call me a pussy)

14 Replies 91,640 Views

Well, I don't like a turn being a week so I choose to think of a turn as one month. Seems to make more sense to me and the math is easier. :)

10 Replies 56,072 Views

Shipyards do weigh heavily. I have been playing catch up with the Thalians in a current game and I notice that a shipyard will give you more points than a nice fighting ship. Once you start building dreadnaughts it swings a little. The problem with counting AI shipyards is that they build one at every planet (or at least every system), and that is not efficient in this game. It can actually hurt you if you limit sponsors to just your home system.

11 Replies 15,541 Views

In my last game the pirates are on occasional and they are an infestation. They are everywhere you go. There are no pirate star bases, only ship yards and they are not a piece of cake to take out. You need a pretty decent fleet. Pirates are not particularly aggressive. In 175 turns they have only taken out 1 constructor. The only ships that are performing perfectly are the Terrans. The rest may or may not appear to fire their weapons. I guess you are talking ab

6 Replies 23,456 Views

[quote who="Larsenex" reply="2" id="3539313"] Hey, where is that Mining extension? I cant find it ANYWHERE in the Terran Tech Tree. Where do you get it or is it race specific? [/quote] The extensions are Engineering/Life Support/ Support Field Mastery , which give you the mining base module, Support Field Stabilization , (1 module) and then, Exploration Extension w

5 Replies 3,107 Views

They need to find a way to scale it to map size. I am playing an immense game just to test the influence factors. I have been putting Missionaries on nearly all planets and I have 5-6 culture relics being mined. Playing as Terran Benevolent since getting the 2 module pragmatic bonus. I am at about T125 and I have flipped one Thalian colony that they were dumb enough to put right by a far better planet. In other words, they built it in my ZOC, I did not expand to flip them. The

9 Replies 3,125 Views

[quote who="Bloodlust1983" reply="3" id="3538944"] And again I see the worst things from GalCiv2 come to life in GC 3. I cannot believe I've paid money for that. If the game will be like this in the release I swear to gods I will download the expansions via torrents! [/quote] betting you came in on the half price deal.

10 Replies 37,656 Views

Big changes, The high powered anomaly pirates mean you can't auto-survey (can't anyway until they fix the bug), and the need to fleet you surveyor changes your research dynamic, which has a major effect on overall strategy.

8 Replies 7,298 Views

I can never recall which control does what, but they all seem to do something different for me. Funny thing, in one game I got the arrows that show the directions of the controls but they disappeared and have never shown up again. :) If there is an on/off control for those arrows, I can't find it.

1 Replies 1,509 Views