lyssailcor

lyssailcor

Joined Member # 926429
83 Posts 704 Replies 966 Reputation

I don't mind narratives, I like them actually, but in the games I know they are quite static, so when you played them once and know them, they become boring the next time. A system where stories may have different outcome (randomly and according to player actions) would be great. Also stories could be just like events so that they don't occur in every game and are not tied to a certain place or time. Apart fro that: - Rework ground invasion. The current system is a step in the

299 Replies 1,809,394 Views

Better to make a mod and put your edited files there than to fiddle with the original game files. In case of errors you can easily switch off a mod, but it you broke your original game files you may have to reinstall. Files with the same name in a mod directory take precedence over files in the original games folder. Be aware that all XML files become part of a save game. So if you change them you have to begin a new game to see your changes.

2 Replies 10,279 Views

[quote who="pshaw" reply="45" id="3686004"] Quoting Crocell, reply 43 Did that bug ever get fixed with spies? I'm at war with someone, I take their planet. The AI had spies planted on their buildings. As the AI usually makes poor building choices, I decide to just remove the building anyways. Now the spy i

56 Replies 201,371 Views

[quote who="tetleytea" reply="10" id="3685866"] Thank you Whatever else you want to tell me with that ... You're hired. [/quote] Ok, thank you again ... you just neglected to tell me for which job ;)

12 Replies 43,485 Views

[quote who="Lager_74" reply="8" id="3685855"] I like the demo but I think it is wrong for Galciv3. GC3 is about strategy for a whole civilization and as such there aren´t room for a more hands-on develoment when it comes to battles/invasions. This is as I understand it why SD left it out in space battles and why they probably will leave it out for invasions. [/quote] I choose to disagree ;) Not the least because ground invasion was advertised as being part of

12 Replies 43,485 Views

[quote who="Seafireliv" reply="6" id="3685847"] Very good. This is exactly the kind of tactical ground warfare I`d like, but you`d need a decent attacker\defender AI to make it work well. Not sure about the random terrain buildings thing though since once you know a planet`s terrain, youknow it- It wouldn`t change. Buildings should always be where first placed. The Devs should definitely look into implementing something like this (with the correspo

12 Replies 43,485 Views

[quote who="tetleytea" reply="3" id="3685806"] I think you have an awesome demonstration of your knowledge of JQuery. [e digicons]:)[/e] [/quote] Thank you :) Whatever else you want to tell me with that ... ;)

12 Replies 43,485 Views

[quote who="ProudCanadian" reply="2" id="3685803"] I like where you're going with it, but I didn't quite understand what to do. Your idea is definitely going beyond what Stardock attempted to implement in Crusade. More interactive and not just "place your legions and see what happens". [/quote] That is my intention ;) What to do can be seen by the text below the map, essentially: - Place defenders' units (split in immobile defense artillery mainly to protect

12 Replies 43,485 Views

[quote who="Frogboy" reply="41" id="3685565"] If you look at the recent Crusade builds and go to the Stats tab, you may notice that we are now tracking how many tiles you own and how many tiles are congruent with your capital world. The direction we want to take is that one of the paths to victory is economic power through ownership of tiles (a type of trade). So in essence, you'd control tiles and get $$$ from vessels that need to travel through your tiles a

45 Replies 210,255 Views

I finally managed to piece together a ground invasion demo program that goes in the direction I would like to have that "minigame": Ground invasion demo

12 Replies 43,485 Views

[quote who="SarahAustin" reply="10" id="3685556"] Quoting Frogboy, reply 9 I don't like auto repeat. That's why I removed them from Crusade. Its just QoL tho. Why make players go to each planet and press the button for the same task over and over every few turns? Auto repeat

13 Replies 54,047 Views

I do not like auto-repeat projects. I found it a big improvment when they removed the eternal projects since most of the time you activate them because there is nothing else to build right now. Then you research a new tech, a new improvement comes along, and now you have to manually check your 50 planets with neverending projects whether you should build that improvement or not. When there are no auto-repeat projects you are automatically reminded from time to time to check your planets.

13 Replies 54,047 Views

Ok, now with a bit more time: 1: More Planets should be locked behind colonizing tech in order to slow expansion. Good idea. 2: Extending your ships range should be tied into building shipyards, starports, and starbase modules in order to slow expansion . I could live without it. Also too much work for Stardock, I fear. 3: The ideology system still stinks and is WAY too dependent on colonization events.&nb

45 Replies 210,255 Views

[quote who="tetleytea" reply="18" id="3684960"] I think I speak on behalf of multiple people when I say, either remove it or fix it. A mini-game is cool--especially if there was a switch to always quick battle-- but if Stardock has limited resources to invest, just nixing it is better than what we have now. [/quote] One should grow according to one's challenges - so Stardock should fix it even with limited resources ;)

27 Replies 39,148 Views

[quote who="Frogboy" reply="5" id="3684812"] No. 'Balanced' is a state of the game where from several different ways of playing the game, no minority is outperforming all the others. Good balance is hard to pinpoint, since the system is complex, but a good indication is dynamic debate i.e. the topic of what is unbalanced changes every few weeks. Durantium cost on xeno factories for example is a blance issue, there is no debate I have seen about it a

45 Replies 210,255 Views

[quote who="ProudCanadian" reply="4" id="3684811"] Quoting , quoting post Population is going to be tweaked so that 1 point of population = 1 raw production. This will require some balance changes on morale and farms and such but this is the most elegant way to make population be more powerful

45 Replies 210,255 Views

I vote for keeping the invasion mini game. BUT: - Auto resolve should be fixed (never used it myself, but if it's as buggy as others describe that's no good). - Mechanics need an overhaul. Right now if you want to conquer the planet (as opposed to wreak havoc by destroying improvements) there is only one tactic: place all your legions on a single field next to the capital and press "Start". That's no game at all ... I'm trying to set up a demo of a turn based i

27 Replies 39,148 Views

[quote who="QuickdrawCrobat" reply="13" id="3684748"] You suggested: 5+20% We have: 8+20% The difference here is 3. What? [/quote] All numbers are subject to balancing ;) Apart from that it was an example off the top of my head, I didn't check the current numbers, last time I checked long time ago) it was more like 10% of hull size.

14 Replies 63,034 Views

[quote who="QuickdrawCrobat" reply="11" id="3684658"] Quoting lyssailcor, reply 9 Since acceleration depends on mass drive size should either scale more with hull size (mass, although mass of components is not taken into account this way) so the formula to calculate drive size should be more like +

14 Replies 63,034 Views