R-TEAM

R-TEAM

Joined Member # 6926043
10 Posts 38 Replies 9,990 Reputation

@AdamMG if you even dont understand why the border mechanic is broken, then it is not my turn to teach you in basic understanding of game machanics and the reason for an game mechanic in games - if you have it not already understand this, then this is anyway a road to nowhere .... @Horemvore the same, only with other parts of the game ... if you dont like an closed border

42 Replies 232,969 Views

@AdamMG -> "If you have ships in an AI's influence without an Open Borders, it does cause a negative to the AI's overall diplomatic standing with you. It counts as a negative to their feelings on you, and pushes them closer to not liking you. This is added to a lot of other factors (e.g., do you have shared borders, is your military much weaker or stronger than theirs, etc). It is not an act of war to enter their influence zone, but they don't like it." &n

42 Replies 232,969 Views

@Horemvore a good example of an "die-hard fan" answer with so sensefull infos and Explanations why i am wrong and the point i complain is not valid .... thanks - - for nothing @ mrblondini i understand the ground problem .... no question ... but the non existence of an AI that is capable of handling this is not an valid sense to make an such mess of i

42 Replies 232,969 Views

Sorry - but this make an bad and unlogical game mechanic not better ...... If its no improvement ongoing and the game mimic an sitting duck in terms of gameplay evolution (and here it is sadly not even to make an working game mechanics better - but make it work logical at first ...) - then its no wonder only die hard fans (that have "learn to life with it"...) like this game .... and it have (again sadly) not few of this ".. learn to live with it.." senseles things ... &

42 Replies 232,969 Views

Hi, -> "All territory in a player's ZOC is always visible. No fog of war (in your borders)" Nice as an option for casual players and where expect this and come from more "action" oriented games (stellaris as example) But for an game with sensor ranges as game element an bad move and step in the casual direction .... An better idea (additional to the point to make it optional..) would be implement functional patrol routes to make ships with build as patrol sh

108 Replies 601,514 Views

First i musst say the idea is not bad .... An race give on here end in an conflict the remains to an friendly other race ... .... BUT .... .... First -> The other Race musst at last be an very good friend or at best an allie ..... I can only imagine this would happen automaticaly IF the 2 races allied ..... In all other ciscumstances - it should only happen if the receiving

0 Replies 10,467 Views

As i have wrote .... the AI should "know" if it make sense to colonize this planet - if the new colo is swaped after one or two rounds, it have maked realy no sense - except an free colo for the race where the planet swaped ... and this should not happen. Sure it can be "bad luck" and lost an colony - but not colonize an planet where is no chance to stay here ..

16 Replies 45,133 Views

I dont know if the AI cheat on find planets ... but .... what i know is, the aI is VERY dumb on colonize planets that are already in strong influence of other races ... practicaly all time the planet swap after one or last two rounds to the other race .... so i realy dont can estimate IF the ai is cheating,if he get an big bonus from this at the end..... would be nice if the ai dont cheat on planet finding - and better understand the mechanic of influence and dont colo

16 Replies 45,133 Views

I have thinked it many times ....Would be nice to have scrollable notifications for the last 10 or 50 turns ........ (configurable) [like many other and much older 4x games ....] To many info is "wasted" in this game, where is basicaly an turn based game, and so no time pressure ... Examples : I get an video ... nice to watch ... but why is in the background still processed the turn and i dont see the movement and maybe things i would like to see ? The same is

24 Replies 239,172 Views

[quote who="SpacePuddings" reply="18" id="3734614"] ....... I'm not talking about adding more than one commanders to a single fleet but what happens after adding specific amount of commanders overall in others fleets. Also including commanders which have been upgraded to privateers. [/quote] Maybe related to the problem i post here on top https://forums.

26 Replies 178,344 Views

MP (Steam version) works very well ... Even with an modded version (yes - MP AND modded ..) and the biggest Map size (that is default only available in single player ..) Save/Load works without Problems (if you have an capable PC and Net connection ..) - but imho it is nearly all time only "private" MP - understandable, i dont play 200 rounds with unknow players and he quit, and i lost hours of time for nothing ... So "i" would not start/have interest in "open" M

3 Replies 21,567 Views

If the Monitors NOT color-corrected and calibrated Proffesional GFX Artist usable modells - then every single one have an more or less "own" represantation of the colors ... even more if it pure gaming monitors ... if you buy 2 ,and have luck the are close ... ore not with unluck ... Regards

15 Replies 204,716 Views

Hi, we have in an multiplayer game found an new bug (dont have read over this ..) It is related to flets and upgrading ships in the fleet ... An friend have the starter science ship (medium hull) and 4 small hull early fighter ships in an fleet ... He then upgrade the fighter ships to an better desing ... Then he press "round end" .... On his screen it was then the grey "Waiting" in the round-end button .. But - the same on my screen (wa

0 Replies 5,067 Views

Have seen this with other things too .... On the Starbase ... If you build an mining ring ... sometimes the game get short "stuck" in this screen (Starbase build module) If you then press 2 times on "build", you maybe end up with 2 mining rings with 0 maintain cost, but 0.2 mining value .. It looks the game have an problem with the serial processing of user-action/game-events/game-machanic-calculation Many things can happen simultan and then get

1 Replies 4,546 Views

If i upgrade an commander to an Pirate - i can still get in the citizen window and select him to transfer to an colony ... this should not possible ... I have encountered many problems with multiplayer and "next turn start" ... If you play MP (or an big galaxy with many NPCs ..) then it can take a whyle to progress .. So to not waste Time - i get in the designer to fine tune ships ... or tech-tree window to overthink my tech direction .. or so one ... primary i am NOT

0 Replies 5,468 Views

If the planet with the 2.0 units out of range (this have nothing in relation if it connected to the dock or not ..) then you have only 1.5 units available and so to low ... And i dont get your math .... You musst have at last 1.0 units left at every planet ... and 1.0 in the colony ship ... You have on with 1.5 - to low .. And one with 2.0 - if it "in range" then you can get 1.0 unit out here .. So where would you able to launch 2 ships with 1.0 each ??

6 Replies 15,143 Views

Hi, the singleplayer Ludicrous galaxy size is "really" an superior game map size ... excellent ... But the dissapointment was even much bigger, as on the first MP hosting for an friend , i can only set "Gigantic" as max size in MP games ... This have stoped my most friend to get this game, as this is an good size for an older game .. but today way to small ... The game is in many points very good - in the most other good, and only a few things ca

2 Replies 21,190 Views

Hi, have played Space 4X games from the very beginning (C64/Amiga) including SpaceWardHO - MoO - Space Empire V and at last the dissapointing Stellaris ... GC3 is in a good tradition with the great games of the 4X timeline, i like it much :D ... but have a couple of draw-backs .. First the most big for my player friends, to play multiplayer - the max size of the galaxy is "way to small" ... I was happy to the gigantic size in singleplayer - and re

2 Replies 21,190 Views

Hi, would say thanks for the nice game ... Suggest an additional multiplayer play style .. Called "PlaybyEmail" (perfect for turn based strategic games where turn times can grow ...) Hand based -> The players musst self picked the save file after turn-end and optional pack it, then send it to the next opponent, he optional depack it and move it to the save folder , then load it, make his turn and send it to the next/other player .. Ser

0 Replies 11,169 Views