I also had my survey ship disappear in a nebula. I knew where it was because I had just moved it to that particular hex and if I selected that hex, I would get the information showing my ship was there, but the actual ship was not visible until I moved it out of the nebula.
nightbringer2000
I started playing the Beta 3 today. Created a new game and once I get in to a new game, there are no habitable planets. I set the Habitable Planets to Common, but still, nothing besides the habitable planets available by default in each species home system. Started another game, got the same issue. Not entirely sure what the Devs might want, in terms of how I setup the game, I can get that info to them as it seems to be an issue I can replicate. Als
[quote who="lecek" reply="6" id="3483417"] A simple way to do stealth is something like -1 to that ships detected range. With more advanced techs giving a -2 and then a -3 to detected range. If your ships detection range is 3 hexes you will not see the -3 stealth ship unless you attempt to enter its hex. Real life stealth planes are not invisible, they are just harder to detect. A stealth module would have to be expensive and can only be placed on a ship once
Carriers would be a nice addition. Either make it so that they can hold a certain amount of tiny ships or perhaps when you build a carrier you select a particular type ship they carry. It would be a great element to add to your fleets. Small carriers would have 1 bay, medium carriers 2, large carriers 3, huge carrier 4. Perhaps you could have bay modules that you select, just like you have weapons and defense and support modules. So you could build module
Research queuing would be a greatly appreciated feature. Once you get your research ability up and you're completing research projects every few rounds, it gets tedious to have to keep picking a new one every few rounds. I definitely agree that being able to queue a few up and then just get a notification when they are completed would be a welcome addition.
Non-Humanoid races would be a welcome addition to the game, either as minor or major races. I think you could have some fun with that and give them some unique technologies as a result of their different body style.
This is one of my hopes for GC3, that diplomacy takes a step forward in terms of depth and mechanics. Diplomacy in these Civ type games is always so basic and seems to be thrown in just because you need some way to communicate with the other Civs, but it seems so little effort is given to actually making Diplomacy an interesting, fun, strategic aspect of the gameplay. Being able to barter over anomalies, asteroid belts and planets would be a great feature. Offering prom
This is one of my hopes for GC3, that diplomacy takes a step forward in terms of depth and mechanics. Diplomacy in these Civ type games is always so basic and seems to be thrown in just because you need some way to communicate with the other Civs, but it seems so little effort is given to actually making Diplomacy an interesting, fun, strategic aspect of the gameplay. Being able to barter over anomalies, asteroid belts and planets would be a great feature. Offering prom
This is one of my hopes for GC3, that diplomacy takes a step forward in terms of depth and mechanics. Diplomacy in these Civ type games is always so basic and seems to be thrown in just because you need some way to communicate with the other Civs, but it seems so little effort is given to actually making Diplomacy an interesting, fun, strategic aspect of the gameplay. Being able to barter over anomalies, asteroid belts and planets would be a great feature. Offering prom
This is one of my hopes for GC3, that diplomacy takes a step forward in terms of depth and mechanics. Diplomacy in these Civ type games is always so basic and seems to be thrown in just because you need some way to communicate with the other Civs, but it seems so little effort is given to actually making Diplomacy an interesting, fun, strategic aspect of the gameplay. I'd like to see much of what the original poster implemented. Being able to barter over anomalies,