If you liked GCII, it is similar enough to almost guarantee you will like GCIII, and it promises to be different enough to make you like it more.
Franco fx
[quote who="joeball123" reply="7" id="3531591"] Quoting Franco fx, reply 6 In fact I have never heard the term armor used in Star Trek. Voyager introduced a deployable ablative armor in one of the last episodes. It was one of the toys that future-Janeway brought back to help present-Janeway ta
I thought the "negative" problems for money and power were well documented and scheduled for a fix. It has happened to me several times. When I earned my way out of the hole, I had to manually reset production. To be honest, if the ability to earn that much per turn remains in the gold release, it should be a financial victory when you hit the limit. There is no way you could lose the game with that much BC and there is no way the AI will ever get to that point imo.
I believe in GCII, both armor and shields gave you some degree of overall protection against all weapons, without quantifying how much. Shields is a broad term and there can be various types. The GCIII type appears to be a polarization field that dissipates lasers exclusively. Other fictional shields are much more effective. The Star Trek Shields seem to work against anything. In fact I have never heard the term armor used in Star Trek. I got a kick out of the personal shields
[quote who="ForesterSOF" reply="3" id="3531292"] With the faction editor and XML editing and Modding you could make your own races so the game is unbalanced tremendously. [/quote] LOL, I made a faction like that way back when I played SMAC. I only play single player and when I didn't want to play a serious game and just wanted to shoot things up, I would use that faction just for S&G.
Paul says the carrier system has been totally overhauled for B5. I am not sure I understood what he said. I sounded like he was saying that the fighters on the carrier pods will be drones firing kinetics. He did not say the word kinetic but I am fairly certain he said guns. That may just be a slip of the tongue and he might be thinking guns firing lasers. Either way it sounds like the carrier pod fighters are going to be nerfed in B5 since he definitely seemed to draw a distinction be
There will be some racial traits (fixed and optional) added that will do some of what you are asking for. For instance, in the dev stream, Paul said that in B5 the Terrans will get the first improvement on every planet for free, and they will be able to build shipyard anywhere on the map with no production degradation. This appears to mean you can build a shipyard in the center of the enemies ZOC and as long as you can protect the shipyard, you can pump out military ships as fast as you can n
The only clue I heard on the B5 release was, to paraphrase, "As soon as we feel okay about it". I have been saying first week of April all along. I will stick with that, and not be surprised if it slips to the second week. I am as anxious as anyone and I am probably just trying to avoid disappointment. If it comes out sooner I will be as happy as a dead pig in sunshine. :)
[quote who="smene001" reply="13" id="3531147"] Is there any way to stop the AI from Colonizing Planets that are inside your borders [/quote] I think I can answer this... There are currently 2 ways to stop them and one does not actually stop them. The first way is an exploit that will surely not be in future releases, You can buy all their colony ships for 89bc each. If you check in every couple of turns you can shut them down completely. The second way is to declare
Today, Paul said he was gonna have a "come to Jesus" meeting with his staff and get to the bottom of this issue once and for all. (maybe he was not quite as emphatic as I have implied) :)
Well, as far as the overflow is concerned, apparently it is what it is. The only way this means more micromanaging is if you are determined to make use of every production point. Personally, I will just take the hit, and concede that I will not be in the upper echelon of GCIII players. It will provide me with a good excuse 'cause I would never have been there anyway. " Yeah, I would probably be the number 1 player in the world, but I refuse to do all that micromanaging
I guess I am dense buy I am having some trouble following this... When I design a ship I give it a name, model no. All that is required is a name but a model no. seems to be obvious. I can then upgrade any existing ship of a similar class ship to that model with no name change. I am referring to the 1-4 turn upgrades in game. If I upgrade that ship and click save, it does not retain the name I gave it originally and I have to type it in. Is this what the OP is referring to?</p
That is a great idea that I would like to see happen
At the end of the day I doubt that SD will have to do much to make GCIII compatible. It is more on MS head imo.
This is a well known beta bug that they will eventually get around to fixing. There is intermittent instability when this happens but I have had some fun with it. In one game I was able to declare war on the pirates and I had a nice war with them for 20-30 turns. They even invaded a planet of mine but I guess it failed or didn't take because I never found a lost planet :) Knowing it will eventually go away, I kind of get a kick out of playing around with it. Negotiating wi
I agree with setting auto save at one but I wish there was a way to save more of the auto saves. There has beedn times I would have liked to look at older saves but the game only gives you the last 2.
I love the idea of mixed populations and anything to recognize the Yor "difference" would be good. The found colony ships should also be considered for race composition. Obviously any planet populated with aliens would be easier to flip.
Yeah, they are single player oriented but they don't want a bad rap on their first GC multi-player so, I think they will make it right.
I think the only way is to recognize the type, spiral, scattered, etc. I have wondered the same thing and I have never seen it identified.
I think I understand what you are proposing and I agree with everything except the simple part. Nothing is ever as simple as it sounds when it involves fundamental change in a system already adopted. Basically one of your ideas seems to agree with what I think. Points must be derived from somewhere other than just colonization and a few point giving improvements, in order to allow access to ideology bonuses in any game on any map.
[quote who="markmid" reply="8" id="3530645"] It's more that the player has too many points to spend at present. [/quote] This would fix the system if all things were equal. The problem is balancing the points allowed with the game being played. If you scale the points for a gam
I have no problem changing the game to allow only one ideology, or multiple ideologies, but it is not that simple. The greatest number of ideology points come from the events when a planet is colonized. You are given 3 choices which are intended to picked by free will. If you are supposed to always pick pragmatic, (if that was your first choice), why even have the choices. Just have the player choose one of the three ideologies at the start of the game and then
Considering the fact that SB have a population of over 2 mil, I think you should be able to add 4-5 fighter modules to defend. Of course this would include what ever balancing of fighters that occurs in the future. I can't imagine a better place to have scores of fighters swarming. They should be almost impervious to beams and missiles considering the amount of shields and point you could add. Kinetics should be the way to take out a SB since armor seems to be more limited
[quote who="Unknown_Hero" reply="9" id="3530358"] @Franco fx The Mining starbases are great for trading with the AI they put a high value on the resources and you can get a lot of tech for a few units of durantium etc. It's only temporary, the AI don't harvest them, ...and there is no real AI. I am waiting for the post that says the relics are overpowered. They are fantastic and can boost your economy and production by 400-500% if you build the s
Based on my play, there seems to be some misapprehension regarding influence victory. Respect for borders is not an issue. Starbases in their ZOC are not an issue. In my experience winning numerous influence victories, you don't have to flip a single planet, or build cultural starbases in their ZOC. You win by building lots of cultural (influence) improvements on your colonies and building starbases near cultural relics. I am not saying you can win by influence if you don't ge