Maalgrom

Maalgrom

Joined Member # 719356
1 Posts 43 Replies 100 Reputation

Hi all, been following this mod from the wings for a while and can I just say from watching many of the Youtube clips it is an amazing piece of work/art that seems to give huge character and flavor to an already legendary game! Kudos to you Gauntlet for your creativity and labor of love!!! I finally bit the bullet and downloaded the Crusade version this evening but am yet to install it as (1) I am still worried my old budget rig won't be beefy enough for it (AMD Phenom II X6 1090T, Nividia Ge

1,416 Replies 4,486,381 Views

Aesthetically, I would prefer not to have all the stars showing on the main screen, however, game play wise I want this to help me better compete against the AI who "mysteriously" seems to always know where all the stars and good planets are. [quote who="Kordanor" reply="10" id="3472833"]what do you think about seeing the type of the star? And it would be even cooler to have planets around it depending on the type of the star. For example: "Neutron star: Neutron stars are dead st

27 Replies 92,981 Views

Looking forward to more sneak peaks, this next patch is looking amazing so far, just wish "Christmas" would come already!!! [e digicons]:grin:[/e] As for questions, there's been some great discussion about borders in the game, could we have some comment about this concept and how (if at all) this is being changed from GalCivII and what it might look like? I personally like the diplomatic implications and ability to 'threaten' when people enter my turf when I don&#39

27 Replies 92,981 Views

[quote who="androshalforc" reply="28" id="3463857"] when clicking on a planet it doesn't just pop-up a planet screen but zooms into to the planet transitioning from space view to a 3d world view which unrolls to a flat map. a couple of interesting things that could be added would be 1) a day and night section on the map that adjusts in real time (this would need to take into account day length star type(multiple stars?) 2) a thin layer of cloud

38 Replies 152,124 Views

First off, some fantastic suggestions which echo some of my thoughts too, thanks for posting... [quote]1) If the aforementioned problem with planets not having as many build boxes as their class number suggests is not an issue, then I'd you increase the standard overall planet quality.[/quote] Would be nice but I also value the variety of smaller planets and the depth this brings [quote]2) Add satellites to the game. What I mean is, each planet to be allowed to

2 Replies 2,025 Views

[quote who="Illauna" reply="6" id="3459490"]Grant the ability to draw Madden style battle plans and signs. Civ4 had this. I don't know why it didn't stick. I would like to make signs that I can toggle with an overlay that I can set to display random notes and plans. With this I don't have to name my cities according to function. [/quote] No idea about the Madden reference but absolutely agree about this idea/option, i am getting tired of having to name my planets with

19 Replies 5,568 Views

[quote who="Wintersong" reply="43" id="3458631"] Very interesting stuff about feelt battles and carriers. Launch the Vipers![/quote] I've gotta say the carrier concept is one thing I am excited about and is a long time coming given MOO2 had it way back when - ironically it was going to be one of my suggestions - well done SD!!! [e digicons]:thumbsup:[/e] The fleet battle ship roles and configurations also sounds pretty cool. I presume the initial fighter class ships will be

50 Replies 60,876 Views

[quote who="DARCA1213" reply="60" id="3457416"]Every time I read this and think there is new stuff in the vault, and there's nothing new. Quit giving me hope! [/quote] Finally something new in the Founder's Vault - Planet Screen Beta - Looks good, improvement on GalCivII but nothing amazing, nice layout, appropriate hex locations for Earth (even has lil' ole New Zealand on the map now! [e digicons]:w00t:[/e] ). Am liking the build queue icons. A small typo with

63 Replies 5,852 Views

[quote who="SerakX" reply="8" id="3456769"]Oh, I think having uninhabitable worlds is an absolute must, don't get me wrong. However I just think it's a waste of time to have worlds that are both uninhabitable, even if permanently uninhabitable, that also don't have any other purpose. Which is what Evil Max War picked up on. Even if you can't settle them you should be able to do something with them which is the root of my point. So no, I would never advocate the non-

36 Replies 95,782 Views

[quote who="androshalforc" reply="5" id="3455776"]my mistake its apparently called 0.0.2.0 https://forums.galciv3.com/453094/page/1/#3455078[/quote] Thx for the link, great reading. Karma coming your way [e digicons]:grin:[/e]

8 Replies 9,196 Views

[quote who="EvilMaxWar" reply="1" id="3455759"]I know that the game is still in alpha, but will we ever get the notifications back? Like whenever a ship is built, or when a planet is done building structures, or all of that. Along with that, will the reports also come back, telling us what was built in the turn we are entering?[/quote] Patience Padawan, patience... May the force be with you [e digicons];)[/e]

2 Replies 2,371 Views

[quote who="androshalforc" reply="3" id="3455714"]0.1.1 patch expected out on Thursday [/quote] [e digicons]:w00t:[/e] [e digicons]:w00t:[/e] [e digicons]:w00t:[/e]

8 Replies 9,196 Views

[quote who="parrottmath" reply="93" id="3455304"]EvilMaxWar go to the founders vault if you haven't already I particullary like the topic sy100[/quote] Firstly, thanks a million for the heads up, I had missed this gem! Secondly, I am getting very very very excited about the next alpha release after "plundering" the Founder's Vault! Mmmm, orbital shipyards... [e digicons]:smitten:[/e] Have we heard anything from any

121 Replies 162,823 Views

If you haven't yet, go and check out the Founder's Vault and look at the latest PDF about the Ideology Tree - some very interesting game options there depending which philosophical route you take. Would be interested in your thoughts Verenti how your collective-individualism concept might fit into the game mechanics indicated in the PDF.

30 Replies 88,497 Views

[quote who="Gaunathor" reply="23" id="3455136"]I just researched the Life Support techs in my game. None of them had a proper description. I even looked in the game-files, just to make sure, that I didn't misremember something.[/quote] Have just found the software blurb for LS in the Founder's Vault - can't reproduce it apparently in the forums (at Frogboy's request) but it is there (and presumably in the alpha somewhere) as Fate and I believed. Cheers [e digicon

27 Replies 105,805 Views

[quote who="grandmc117" reply="8" id="3455022"]In GC2 you could always go back and build the basic structures instead of seeing just the Newest buildings[/quote] Gee, really, only just had a game recently and have never realised I could do that, will have to follow that up, thx for the heads up.

16 Replies 64,206 Views

[quote who="Gaunathor" reply="18" id="3454984"]Quoting Fate, reply 12 One of the Life Support tech descriptions states that it is a software upgrade of the existing hardware that makes the ships travel further Which one? I've been dealing with those techs a lot, reading their descriptions countless times over the years, and I don't remember any of them saying something to this effect.[/quote] Pretty sure Fate is referring to one of the new descriptions in the alpha,

27 Replies 105,805 Views

Is anybody else finding that a Drengin Labour Camp is not always available to build on certain planets? If so does anybody know why or is it some sort of bug or glitch? I have struck this in my current game but can't figure out why or whether it is a bug/glitch - the Forced Labour Camp simply does not show up on the build option list on the right and I think on one occasion I built one and then once completed it turned into a factory of some kind. Sorry didn't take any screen shots at

0 Replies 1,640 Views

[quote who="DABalke7" reply="15" id="3454941"]I like the ideas to add more animation to the game and I think it would be nice to extend it to starbases as well. Yes it is all well and good that we see new modules as they are added, but I think that starbases could use some more visual effects to reflect certain modules particular combat or economic enhancers by adding some small craft flurrying around the starbase, or to give certain modules distinctive glow effects. On a more func

27 Replies 105,805 Views

[quote who="DABalke7" reply="3" id="3454949"]5.) I strongly agree with making auto update a feature again if it isn't going to be already, I find it more than a little tiresome to cycle through all the planets to upgrade buildings once the requisite tech is researched.[/quote] Just wanting to highlight a possible benefit with the manual upgrading of buildings... and that is by building the most basic building first you get an operational building more quickly and then the subseque

16 Replies 64,206 Views

[quote who="Publius of NV" reply="67" id="3454906"]My initial thoughts, before the alpha, were that I did want the dual queue. But now that I've seen the way it works in the alpha, as another poster said, it's growing on me. I can get used to it, and it presents new challenges, which I welcome.[/quote] I am tending to agree with you although I am also thinking with some of Max's and One-Eye's suggestions we could have the best of both worlds, a single queue

121 Replies 162,823 Views

Great suggestion Max, have done this many a time and to have a re-do option would be fantastic and since the "sentry" option would be just for this turn it would mean I don't overlook them when the next turn comes around because they would be active again... liking it. That said have no idea how the devs would do this but that is why they are devs and I am simply a player [e digicons]:grin:[/e]

21 Replies 20,928 Views

[quote who="trims2u" reply="11" id="3454867"]On this note about Life Support, I'd like to suggest the following: 1) New LS tech DOESN'T increase any ship range. It merely gives access to new ship components, which are what determine range. 2) LS components should start out LARGE (in terms of space), but cheap. Improvements should reduce the first slowly, but increase the second quickly. E.g. "Basic" LS should be size 10, cost 5. Reduce size by 2 per n

27 Replies 105,805 Views