[quote who="Frogboy" reply="12" id="3806173"] This will mean some things won't be available in multiplayer -- custom ship designs. Might as well get that out in front. But ship designs and mods and whatnot in multiplayer were a constant support pain. That is not to say we won't be able to do it eventually but in v1.0, we want to focus on multiplayer being fun and reliable without it affecting the single player game experience (or vice versa). [/quote] Wait,
Ascaloth
Instead of making a new thread, I figured I might as well hijack this one to add in my own wish list items. That cool with everyone? Alright then. For starters, I hope you've got a couple of features in the works to improve quality of life (QoL): 1. Switching between "windows"/"screens" Could you make it such that if I encounter an event that demands my immediate attention e.g. Trade Offers, United Planets Resolutions etc., I can switch away</
[quote who="Frogboy" reply="3" id="3805984"] Oh we'll be updating GalCiv III for years and years to come. [/quote] That's great to hear. [e digicons]:grin:[/e] Will these future updates be minor changes only, or is there the possibility of more major changes somewhere in the pipeline? For example, I've been voicing my dissatisfaction with the way carriers work, and how carrier tech has been arranged in the tech tree for a while now. Would be nice
Not gonna lie, this is some of the best news I've heard in recent days. I'll just highlight some of the things I've seen from the Gameplay and FAQs page on the GCIV site. When will the final release be? It says the Alpha will be available before Summer 2021; that's end of June, right? Any details on how I can get in on it? True Colonies/Why wouldn't I just have every world feed into Earth and not mana
[quote quoting="post"] I don’t know if this will be my last AAR of Galactic Civilizations III. As I type this, the game is about to turn 6 years old and is still going strong. We’ve been working on an update for the game for awhile and are hoping to get it released before the anniversary (fingers crossed). This AAR will kind of act as a retrospect on the game, mention some changes we’ve made and hopefully be entertaining.[/QUOTE] Ooh
[quote who="Frogboy" reply="113" id="3805463"] The gameplay changes we have in mind are a little more..substantial than what I'm seeing suggested here. So a lot of this doesn't apply because the gameplay is so different (in a good way). A lot of the things being discussed here are based on fixing features that were tacked onto GalCiv III with Crusade. Whereas, in the future, we get to start with "doing it right" the first time. With regard to
[quote who="Frogboy" reply="103" id="3805367"] No. GalCiv isn't that kind of game. But we do want to embrace the citizen system more fully. I've been trying to find ways to make the people themselves more important in these games.[/QUOTE] Oh right, something I forgot to bring up the last time. It's seriously kind of bullshit that Citizens can only be transported between planets with those slow, dinky little shuttles that can only be sped up using hyperlanes, and
[quote who="Rhonin_the_wizard" reply="14" id="3803772"] I want you to first disable Steam cloud saving. And then purge the game files, this involves deleting more folders than just uninstall, remember to just rename the GC3Crusade in \Documents\My Games so you won't lose your custom designs. After which reinstall the game. [/quote] Ok, did
[quote who="Rhonin_the_wizard" reply="11" id="3803701"] Before doing that, go to \Documents\My Games and rename the GC3Crusade folder so something else, like GC3CrusadeOld. [/quote] I'm back with a status update. So I did as you said and renamed the old GC3Crusade folder before uninstalling and reinstalling, so that it created a new GC3Crusade folder. After reinstalling, I ported over my ship designs from the old to the new folder, and tested it out. <
@Rhonin, Thanks for responding. I tried verifying the integrity of my game files, and got a message to the effect of "4 files cannot be verified and will be reacquired". When I run another verification after that, it seems to check out. But starting a new game after that still results in my Carrier Modules spawning Interceptors Drones. And when I verified my game files after that, I get the same message above again. Starting to think it's an issue with my insta
@Nopeleus, Thanks for the suggestion. I'm not usually keen on resorting to mods and prefer to play my games vanilla, mostly because I know mods tend to break when the devs update the game with a new version. But with GalCiv3 no longer slated to receive any major updates, and since the support team here apparently can't be arsed even to respond to this thread, much less look into this issue... I just might try out your suggested mod and see how it works for me.
[quote who="Horemvore" reply="4" id="3803409"] Hi, Are you using any mods (xml mods that are not on the workshop) that include a ShipBlueprintDefs.xml? Designs you get from the workshop are ships only, they should not be effecting loadouts. If I were you I would search the Galactic Civilizations III steam folder for ShipBlueprintDefs.xml (If it shows more than 1 result you need to pick the one from the newest expansion pack), open it in a text editor and
Hi, so... a little help here? Anyone?
[quote who="ForgottenSlayer" reply="56" id="3803280"] I almost never watch the battles. So I’m indifferent except the thought that updating and changing this will cost development time and then if implemented will consume PC resources. [/quote] If this is about changing the battle viewer in GC3 to feature improved graphics, then sure, I'd agree. No point wasting development time updating GC3 any further at this point in time. But we're talking about a brand ne
[quote who="Publius of NV" reply="1" id="3803269"] As far as I know, Assault fighters are supposed to use missiles, Interceptors beams, and Guardian Drone kinetics. I always design my own carriers using the first carrier component available in the tech tree, and I always get Assault fighters with missiles. I think the predefined carriers may say they carry assault fighters but actually carry interceptors. Have you checked the roles in the battle viewer? [/quote] Well, here i
So, I've been watching YouTube videos of ship combat from other 4X games, and they look suitably epic for space settings with massive fleets on both sides being visible in the same frame. By contrast, GalCiv3's battle viewer feels like it pales in comparison. Part of it is because the battle viewer may have various camera options, but none that's centred around the midpoint of the ongoing battle at a 45° angle. The best you can do with it is the "Top Down" view - which makes both
My copy of GalCiv is updated all the way up to Retribution, and with the 4.1 update. I started a new game just to confirm what I've been suspecting, and my suspicions have panned out. Here's my tech tree as it currently stands, specifically the Warfare sections: [spoiler] [/spoiler] [spoiler]<img src="https://cdn.stardock.us/forums/67/37/6
When it comes to using military starbases... what if they could act as a limited form of shipyard, able to build only Tiny and Small ships? This could make them capable of acting more directly in the defense of your territory, being able to build and field swarms of fighters that could orbit your planets to stave off opportunistic Transports, or even intercept them. It could also make them more useful on offense, as they could defend themselves against enemy counterattac
Carriers should continue to be part of GalCiv moving forward; all types of preferences in space fantasies should be catered towards, whether Star Wars or Star Trek. As to the role that carriers should play in the game, my opinion is that they should serve as a means of making swarms of Tiny/Small ships more efficient as combatants in the late game. Which is not to say they aren't viable as they are currently, but fielding an entire fleet of them means that each Tiny/Small ship
[quote quoting="post"] First, there probably won't be a lot more journal entries for GalCiv III. There will be more updates to GalCiv III but they will fall under bug fixing only. The team has been staffed up (and we're hiring more) to focus on "GalCiv Next".[/QUOTE] So basically I should stop harbouring any expectations of further improvements to the GC3 gameplay, and really should quit bitching about the cu
[quote who="admiralWillyWilber" reply="20" id="3801128"] Well just going off of what I have seen; expect several months to fix this. There has been way to many complaints of overpowered carriers over the years. The question they would be considering is can the ai keep up with the human changes. the problem of complaints is that players change their minds to much. I think this is caused from the player base switching out over the years. honestly in games l
Bumping this thread. Hi, Stardock devs. Could any of you be so kind as to at least offer a response for this? Hell, at this point I'll take you telling me to go fuck myself as a sufficient response. At least that way I'll know not to expect anything on this end and adjust my expectations accordingly, instead of remaining in limbo.
[quote who="DivineWrath" reply="17" id="3800568"] Did you unlock the neutral ideology trait "Watchful" (Vigilant 5)? That provides escort ships to defend your ships while they are in your zone of control. These escort ships are interceptors, and you get 1 per ship you have. Very effective if you make a fleet using a whole bunch of tiny hulls as the escorts will double the size of your fleet. [/quote] No, not in that game. And I checked the other carriers I had in that game,
[quote who="EmperorVir" reply="15" id="3800551"] It's likely just that even less advanced beam tech offers a higher "threat" ratio on a tiny hull. Even in your example, your Beam and Kinetic are still relatively close. To swing it heavily towards one or the other it probably requires a much broader gap in research. Basically, you can get clues from the tiny hulls that are upgraded each time you research a new tech. It's these algorithmically built ships that the carriers select best "ban
[quote who="EmperorVir" reply="13" id="3800490"] Well they are still quite strong if you invest in miniaturization tech. It might require more compromise than prior patches, but it seems very much like that's the intent. You don't even have as far to bee-line it to carrier tech anymore but yes, creating highly efficient fighters requires prioritization on mass/weapons research that's a civ-wide cost/benefit consideration. You're probably going to have to choose between dominant fighters