lyssailcor

lyssailcor

Joined Member # 926429
83 Posts 704 Replies 966 Reputation

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 + , e. g. 5 + 20% of hull size. But even better (imo) would be a system where drive output (in form of energy) and drive size are constant (or scale like it does now) and speed is calculated by <drive

14 Replies 63,045 Views

[quote who="Larsenex" reply="4" id="3684397"] Those uneven trades are normal. The ai is angry with you in them thus the trades are overvalued and will never give you a good deal. I get very good trades when the ai's friendliness is on the other end of the bar. The game has come a long way since release. [/quote] But: if trades can have that very unbalanced form that means the trade mechanic was not tested with extreme boundary conditions. It may not ma

28 Replies 329,970 Views

Although Crusade is a huge improvement over GC 3 base, the OP sums up a lot of not direct bugs, but things that are at least (very) annoying.

28 Replies 329,970 Views

[quote who="Gauntlet03" reply="5" id="3683805"] Yeah... I just think that if I can relocate Garrisons freely than there are few or no consequences to my decision as to where to put them. I'm fine if returning them to a pool has a industry cost... thus costing time and opportunity. Prevents you from shuffling that legion across the empire too easily. [/quote] That's why I said legions shouldn't be global but should have to be carried to where they are needed.

7 Replies 27,323 Views

[quote who="Gauntlet03" reply="2" id="3683769"] I prefer it as it is mostly... It creates a consequence, and bear in mind that those resources are likely less about man,power and more about infrastructure (fortifications) that can't really be returned to a pool. [/quote] I disagree. After all you can take your attacking legions with you every time you invade, why should they be different from garrisoned legions? I prefer to think o

7 Replies 27,323 Views

[quote who="tetleytea" reply="1" id="3683619"] Also, under the Uncolonized Planets section, can we add all the asteroid field hexes now within our influence but with no asteroid mine built? I spend an awful lot of time checking that manually. [/quote] Yes.

6 Replies 28,695 Views

[quote who="Larsenex" reply="4" id="3683597"] @lyssailcor, after a couple of years many dlc and two expansions what are you waiting for to 'feel' that GCIII is finished? [/quote] Yesterday e. g. I discovered the population discussion on the Steam forum ( here ) what leads me to think that this mechanic will be rebalanced. Also there are discussions going on about the invasion mechanics.

113 Replies 136,645 Views

I play always with rare minors, but since Crusade I didn't find any yet. In my pre-Crusade games I had no problem finding them on rare.

3 Replies 13,864 Views

That sounds great :) Although I won't play mods until I feel the game is "ready" (meaning there are no basic changes anymore). Can there be more than 4 chains and 5 levels per chain?

113 Replies 136,645 Views

There is a population discussion over at the Steam forum where Frogboy made a suggestion how pop could work since a lot of people are not content with the square root formula. I quote Frogboy here: "I almost think what we should do is something like this: Population = Production points. and then you balance things around making population harder to incr

7 Replies 21,994 Views

Give trade routes more variety: When reaching a foreign planet with a freighter select whether you establish a conventional trade route that yields money or whether you get instead one of the resources the planet produces (providing there is at least one and perhaps dependent on diplomatic relations) in small amounts, e. g. 0.1 per turn, increasing over time. Perhaps you could even trade for research (e. g. yield calculated with the same formula as money yield for conventional trade r

1 Replies 7,295 Views

[quote who="erischild" reply="10" id="3683262"] Personally, I think it would be an excellent basis for an Expanded Events and Flavor Text DLC, with "extra snark" option. [e digicons];)[/e] [/quote] I would buy that DLC, especially if it would also introduce state variables with which one could mark progress within a story and the possibility to write such stories as modder.

13 Replies 36,443 Views

In my current (still 2.3 opt-in) game I see a citizen transport ferry sitting idly around doing nothing for a couple of turns now. I assume that is because I invaded the original target planet the ferry was heading to. That seems to be a bug to me (if it's still the case in 2.3 proper) ...

85 Replies 256,118 Views

[quote who="DeathMaker9000" reply="3" id="3682740"] Quoting lyssailcor, reply 1 I do not agree with everything, but see also that weapons seem somewhat unfinished. What we should have: - Resource cost should go up per tech level in a consistent way. - Weapons without resource cost should be

10 Replies 25,917 Views

I do not agree with everything, but see also that weapons seem somewhat unfinished. What we should have: - Resource cost should go up per tech level in a consistent way. - Weapons without resource cost should be weaker overall than weapons with resource cost of the same tech level. Apart from that I disagree that every weapon of the same tech evel should have identical stats and just a different damage type. That would be bland. Actually it's one of the points

10 Replies 25,917 Views