Just a question, don't know whether this is a bug yet: I got offered a Research Treaty and took it, but I can nowhere see the effects of it. Do I miss something or is this a UI problem?
lyssailcor
[quote who="Frogboy" reply="38" id="3681453"] Quoting Jolly Joker, reply 33 I point to an old game by New World Computing called Spaceward Ho! The game has been the opposite of sophisticated, but on the strategy level it has everything it needs to be played regularly (not the least of it a mean AI). <br /
Determining the right place for a city/capital according to circumstances is a vital decision in any (other) civ-like game ...
Hm - tomorrow I will go on vacation for a week. I will take my notebook with me, we'll see how much wife and children will let me play though ;)
(2.3 opt-in) Movement display of currenly selected ship remains 0 after turn change. This is only cosmetic, the ship can move as usual nonetheless, but it's irritating.
1. Yes, I think that is the idea. But the AI will never give away more than 25% of a resource, at least that is my experience. If they have less than 4 of a certain resource you are stuck ... (or have to resort to war). 2. Sometimes I get resources by anomalies, but so far only the commons ones. I don't know whether one can also acquire special resources that way. 3. I don't know what exactly is intended. I play only the largest maps and there you eventually find everything, b
Here is a screenshot of my current game: Although I must admit that is with 400% from the event that increases trade income by 100% (as of 2.2.1) ;) Edit: I don't seem to be able to insert a screenshot in this post :( So here my trade income in tabular form: Type Income Trade route 1 Own/Basic 94bc Trade route 2 Ow
I have set Extreme Planets to Common and see perhaps 1/5 extreme and 4/5 normal planets. I would say you were unlucky ;)
To exploration: - Make nebulae bigger, hide some goodies (special resources, abandoned starbases, ship wrecks, planets without star, entire solar systems, pirate bases, black market for buying and selling resources etc.) in there and set up a tech requirement to even enter them. Make it dangerous to cross them, depending on tech level. Change visibility logic so that you cannot see what is more than one or two hexes (or whatever you sensor tech level allows) inside a nebula from the o
[quote who="Frogboy" reply="10" id="3681020"] Quoting lyssailcor, reply 3 But still I hope at least this game (Galciv 3 Crusade) will develop over time in a polished and mostly bug-free experience with a lot more modding capabilities so that in the end we can ourselves polish the game to our tastes <br /
Hm, why not make it the other way round? Everything is a starbase, but make "shipyard" simply a starbase module! Make a module for every hull size and let every module produce a single ship that can be assigned independently from other shipyard modules. Again that brings me also back to the idea of local resources. If a player chooses to create a mega stardock with a lot of shipyard modules then he/she would also have to organize the logistics to bring all the needed resources to the
[quote who="pshaw" reply="4" id="3680983"] Quoting lyssailcor, reply 1 Hm, I don't find all error from my 2.2/2.2.1 bug thread but you said there is more to come, so ... [e digicons];)[/e] Also, I now lost my appetite to continue my current game [e digicons];)[/e]
Hm, I don't find all error from my 2.2/2.2.1 bug thread but you said there is more to come, so ... ;) Also, I now lost my appetite to continue my current game ;)
Very difficult topic. I love to have more and deeper features (as long as those are useful; features I never use in a game because their is always a objectively better choice don't count), and I don't like stumbling over bugs every three minutes. I think there is a point when unpolishedness and bugs outweigh gameplay and features but where this point is is different for every person. So where should the developers draw the line? If then market constraints like the ones Brad described with Ste
When I trade in the later game I often end up trading 1 piece of every special resource (and sometimes also 1 of the "normal" resources like Elerium) with my trade partner since only the first resource brings relatively high yields, while every further resource of the same kind seems to gain exponentially less. So I have to click on the resource in the left-hand list, then I have to click on the right arrow in the amount window to bring the amount to 1 and then I have to click "offer" for abo
[quote who="neilkaz" reply="2" id="3680935"] Quoting lyssailcor, reply 1 +1 Oh yeah, that often requested "stop auto-upgrade globally" option ... This should be simple. Just don't have auto-upgrades as default. ie..if you want auto-upgrades you have to turn it on. [/quote]
+1 Oh yeah, that often requested "stop auto-upgrade globally" option ...
[quote who="lycan371" reply="8" id="3680909"] Quoting Seafireliv, reply 6 - The Citizen mechanic as such is great, but not perfect. I tend to pile all citizens (and that are mostly scientists) for planetary bonuses on my home planet since there are some powerful buildings from the start and it makes no sense to put citizen
Or, since you can switch back and forward between pre-Crusade and Crusade, because the old file is needed for the pre-Crusade version of the game.
[quote who="JTNerd" reply="4" id="3680797"] Thanks Heuristicist and x-cessive. Appreciate the info. Is there an easy way to
I agree, make starbases universal. But to not make things too easy introduce several sizes of starbases (small, medium, large, huge, you get the idea) with increasing costs. The first constructor would then just kind of mark the site, the first module would then be the "size" module, and the size would determine how many modules of whichever kind fit on the starbase. There would be a possibility to retrofit a starbase to a bigger size later, but to enhanced costs compared with buildin
E. g. here
Hm, I could also write a long post here but right know I'd rather like to play instead of write ;) But some thoughts nonetheless: - I play always the largest map (ludicrous it's now) with random type (star frequency common, planet frequency common, extreme planet frequency common, habitable planet frequency uncommon, pirate bases rare, resource frequency occasional, asteroid frequency common, nebulae abundant, precursor relic frequency rare, ascension crystal frequency none, b
[quote who="Frogboy" reply="47" id="3680661"] - Colonize events don't happen every time you colonize a planet in a new system. Maybe that's intentional and there is a certain high, but not 100, percentage that these events happen. I also do not exactly know what should happen if you colonize the second, third, ... planet in a system. (still in 2.2.1) It's not supposed to. It's random. [/quote] Ok, thank
As much as I appreciate Brad's AI programming abilities I strongly doubt that he could create a "perfect" AI that would make modding obsolete, not least because people will disagree what "perfect" means in this context ... If Brad's AI really will become self-aware perhaps it could then lend us a hand with self-driving cars and such ;)