Quite correct, that is what I get for reading/posting on the train!
Gauntlet03
[quote who="leiavoia" reply="11" id="3577975"] Quoting Gauntlet03, reply 10 While I'm not a realism fanatic, the idea that you get benefits from a tech and can employ it, but still have to research it and don't really understand it, is counter intuitive. In fact, we all do this on a daily basis. D
Well, ill be the first to say, that I dislike this idea. While I'm not a realism fanatic, the idea that you get benefits from a tech and can employ it, but still have to research it and don't really understand it, is counter intuitive. Maybe if the tech was discounted in research by half it would be ok. To represent the fact that we would always be reverse engineering any technical assistance.
[quote who="TurielD" reply="20" id="3577597"] I hope it's coming down the pipeline, because as things stand mod support is really bare-bones. I'd hardly call it mod support really, all you can share with officially-supported tools is things you can make in-game. [/quote] This is a matter of perspective, but I think this is an unfair statement, the support was front loaded into the design of the game. You can edit most of the game, including the AI,
I use very very few mods for gc3 so far. That is mostly because, I have and maintain my own "mod" and want a pure copy to test on. I say Mod in quotation marks, because I'm really just making custom races and ships, but they haven't bothered to make "ship sets" a customizable/uploadable thing, so to do that I have to make some files. GC3 is built from the ground up to be very friendly to modders or mod-players, once Steam Workshop is enabled (for real) for mods, I'
Yup and it would be nice to upgrade them ( for a price) to do the same in mid game too
Ship yards should be upgradeable just like starbases. This can then allow for rush safe yards at the beginning and mega forts at the end. Frankly they could branch into becoming either a econ or military base.
Lets not even mention that currently in GC3... all those resources are apparently infinite and never ever run out. With a stockpile system you could design it as such that after say 20 units of a resource have been mined, it dries up. The mining station remains... and of course you can destroy it and start over... and you can have new resources spawn occasionally... and you could have maybe a special component or ship to move said starbase.... The
I think having to constantly supply the special buildings is over complicating things. Your not necessarily consuming durantium in those refineries. They are refineries that need some durantium to build. Perhaps they need durantium to shield some component. It's not a fuel perse
For the trade ships, direct it to a alien planet, when it arrives, it disappears, but you now have a trade route, which generates some cash. I'm unclear as to how lucrative planets are... but I've been assuming larger populations and further away = more money.
So I thought it might be nice to start a discussion about these... The more and more I play the more unnatural the current system feels. Particularly: 1) Destroyed/scrapped ships/buildings produce 100% recycled resources. I never have to feel bad that my 10+ Durantium Battleship got destroyed, I can almost instantly replace it. The only real cost is its presence is missing from the front and the time to rebuild it. 2) The sheer volume of resources,
So a little advice then.. 1) Resources, especially Elerium are generally rare. Ok, not entirely true, the red, which is Durantium, is extremely common. So generally, your common ships that would always want to be able to build, should be designed without using any of these resources. Its perfectly viable to play and win without ever using a resource on a ship, but obviously, who doesn't want cooler ships? 2) Resources can also be used for special buildings on planets.
Seems like a oversight, but it does make me think, maybe there should be a small diplomatic penalty for being the most technologically advanced? In all games.
annnd a carrier can't initiate a combat... as it has no "weapons" wow Time for a reinstall I guess lol
I get this too, but I find going to a previous game save and carrying through can move past it. I have autosave set to every turn now.
I don't think so... fights with only my carriers VS enemy ships result in no damage to the enemy fleet. Also the ship number on the strategic map, would always fluctuate slightly because of the fighters and it no longer does so. It has made my games harder, as I will have a good fleet with a carrier or two, and then I find it under performs and while it may win, losses are higher than anticipated... Which is fun... but I do like my Carriers...
Yeah I'm not so keen on the strategic cost, as I play with rare resources, mostly tho combat the constructor spam. But I suppose that is my problem!
In three games now, my ship's carrier modules simply never launch fighters. Anyone else having this issue?
" 3. Actually tech choices where you pick one, but can't have the other was my idea. I think it would be better with better naming conventions. Real world examples we could of went empiral right after the civil war, but we chose to industrialise instead. Yes we turned down islands we could of bought. After we see it all the time low cost vs. High tech. Turning down b58 in favor of upgrading b52. No b58 being ever built. Turning down b70 in favor of upgrading b52. Letting the soviets
Personally I'm not sold on having a per-planet wheel. The reason being, that everyone wants it (seemingly) so they can specialize their planets. But specializing planets should be done by building the correct buildings. The wheel per planet allows you to optimize planets on the fly with no loss. I find it removes choice. Factories are factories, labs are labs. If you put the wrong thing on your planets... well hopefully my bombardment will nicely flatten the area for new developme
[video]https://www.youtube.com/watch?v=_Wu4p_wQ02c[/video]
Gotchya, thanks for the heads! ALSO newwww Preview Video of an upcoming shipset! [video]https://www.youtube.com/watch?v=_Wu4p_wQ02c[/video]
Anyone else having a problem with saving templates and getting their icons as black/blank... It used to happen rarely, but now it seems to happen all the time, and generally is permanent (ship templates, I'm not talking about custom components.) PS: I should note, the same designs save with a correct thumbnail when saving as a normal design and not a template. I've worked around the issue, by then using those thumbnail files and renaming them as such to replace
I'm Curious what game settings you used and if you finished that game or no?
Well I said "evolved from nomadic..." not "IS CURRENTLY NOMADIC". They may well develop sedentary settlements ala humanity, but it wasn't a product of their nature, and would result in a different mindset. I'm not even touching the whole socialist/ownership thing lol... At any rate. Naselus was quite on point with his post. The AI is the issue, and it doesn't understand influence. Not a complete solution, but I've long felt that a easy way