Lucky_Jack

Lucky_Jack

Joined Last seen Member # 180465
26 Posts 680 Replies 1,866 Reputation

[quote who="Tyrantissar" reply="11" id="3411249"] I am kind of wondering why he would say mass drivers would do the most damage. apparently I would say the missiles would do the most damage too. Maybe it is best we leave this discussion for another time. Information is so scarce right now on the actual game that it hasn't even made the alpha yet.[/quote] Perhaps reflecting back to GC2 will help. Weapons were divided into three classes, 1) Energy (or Beam), 2) Missiles (self

30 Replies 65,293 Views

[quote who="Tyrantissar" reply="6" id="3411243"]Well even if we lost our engine, we have most of our weapons in tact, open fire![/quote] "What do you mean we can't fire our weapons?" "Without the engine, we have no power for the weapons."

8 Replies 23,463 Views

[quote who="Tyrantissar" reply="3" id="3411235"]Because this is now considered a 4X game, then that completely changes the series from a TBS to RTS.[/quote] So how does being a 4X game make it an RTS? Aren't GC1 and GC2 4X games? Those are most definitely TBS games.

8 Replies 23,463 Views

[quote who="Tridus" reply="31" id="3411187"]Spamming constructors and then having a fully upgraded Starbase just appear out of nowhere is silly. Also, constructor spam is tedious and annoying, not good micro.[/quote] IMO, spamming constructors was the only way to keep a new Starbase from getting destroyed by your enemy. If you destroyed an enemy's resource SB and wanted to use that resource right away, you had to be able to build up its defenses FAST.

86 Replies 320,870 Views

At this point I don't think even SD would have an answer for that one. I do know that Civ V and AoE ran rather slow and generated a lot of heat in my GPU on my previous PC, and GC3 has minimum requirements already listed that implies to me that, like any strategy game, using its maximum potential (such as large maps and maximum graphics detail settings) will probably push any system that only just meets the game's minimum requirements, Also, I know from experience that we (the

5 Replies 22,999 Views

[quote who="baldbill46" reply="55" id="3411170"] I know I seem to be at odds with most of the posters, here but I really thought the GCII tech tree was a good one. Could it have some improvement, sure but I liked most of what they had. There was lots of it, so you never ran out of stuff to research. I don't want them to throw away all they had before.[/quote] I agree.

121 Replies 380,629 Views

[quote who="DivineWrath" reply="5" id="3411163"] The best you can get that I know of is under the "governers" tab in the "civilization manager" window. There, you can assign ships to travel to different rally points in many different ways. Since the window is bigger, you can see more rally points at once. The individual rally points there even have that little "i" in a circle that will bring up rally point details (much like how you can get more details with ships). It might not be what

7 Replies 18,504 Views

[quote who="qrtxian" reply="5" id="3411159"] On a related note, and pursuant to some of the discussion that's been going on about random events, does the fact that the Dread Lords have been defeated permanently storyline-wise mean there won't be a Dread Lords event in the sandbox game? I assume there still will, but I'd like some official confirmation as "evil super-race suddenly (re)appears)" is one of the more "classic" random events - and sci-fi plotlines for that matter

6 Replies 44,490 Views

I guess I wasn't very clear. Yes, there are a lot of settings that are saved in .ini files, which is really intended generically for options that might persist from game to game and wouldn't change once a game was started (such as galaxy size). The views or settings I am talking about are those generally manipulated during a game and would be saved with a game in the same file the saved game was put into.

2 Replies 10,219 Views

I often wish to see a list of the rally points I have created, but was always selecting a ship or starbase and telling it I wanted it to give me a list of rally points I could send it to. I would rather have the list accessible similar to how accessible planet lists and ship lists are so I can see the RP names I have already used when creating a new one. Did GC2 have this? I would like GC3 to do this.

7 Replies 18,504 Views

One of the things I found lacking in GC2 was that any time you reloaded/restarted a game you had to re-establish so many settings, such as: The zoom depth and view angle of your galaxy The selection of which "Civilization Manager" you were viewing (F6) and which list item you had your colonies sorted on (i.e., colony name, planet quality, population, et al.). Minimap zoom factor I think the number of environmental variables saved should be increa

2 Replies 10,219 Views

[quote who="MarvinKosh" reply="28" id="3411071"] Being able to filter the list of colonies instead of just sorting it would be really helpful. Maybe I want to see just colonies that are specialised in research, or the ones which haven't been specialised yet, or the ones which are in danger of flipping to another civ.[/quote] I remember the planet list having a lot of sorting options, but not any filtering options. So how would planets be assigned specializations? Would

45 Replies 168,551 Views

This sounds a lot like the declaration "The enemy of my enemy is my friend". The idea that a coalition is dissolved once the agreed upon objective is reached is appealing. Alliances tend to be between generally like minded entities, Coalitions tend to be between entities desperately looking for a means of survival against potential annihilation. I have had a difficulty with strategy games that has been very difficult to find a solution to, and this idea may be it. The problem is that

6 Replies 43,857 Views

[quote]If this is true, then we must start with ship component ideas on this forum, I been reading too many post that says do this better or do that better, we need more specific ideas that actually mean something other then saying something needs improvement.[/quote] I think that saying " > needs improvement" should be OK. Stating that something "feels like it is lacking somehow but I can't define what it is" can be a wonderful springboard for discussio

30 Replies 65,293 Views

[quote who="wuphonsreach" reply="14" id="3410911"]- Starbase tech didn't keep up with ship advances. A starbase (in my mind) should be competitive with even the largest ship hulls if you invest the constructors into upgrading it. In my mind, a military starbase should be able to fend off multiple of the largest ships.[/quote] Why do you say that? GC2's Starbase hulls were much bigger than the largest possible ship hull to begin with. And I have had starbases fend off multiple

86 Replies 320,870 Views

[quote who="WIllythemailboy" reply="48" id="3410985"] GC2 did that, as long as the tech was in the same chain. If you overkilled Laser II, the excess would go into Laser III, then Laser IV, etc. The only time it would matter is when researching a terminal tech in a chain. That's not to say it wouldn't be nice to be able to redirect the remainder to something else if I wanted to end at Laser II for some reason.[/quote] And if you generated enoug

121 Replies 380,629 Views

The only thing about starbases I didn't like in GC2 was how expensive they suddenly became in GC2. When people kept asking for them during the GC1 test cycle, I didn't want them at all. Now I think they became a great well done feature.

86 Replies 320,870 Views

[quote who="amrbean" reply="4" id="3405329"] Founder's Elite here. I can't believe I spent that much on a single game at one time. Totally worth it though.[/quote] You didn't. You also bought several follow-on upgrades that will cost others to buy.

28 Replies 111,540 Views

[quote who="Weidbrewer" reply="7" id="3405454"]Well, yeah, that's what it says now. You've obviously never worked in software development and had to present a pre-alpha feature list. [/quote] I have, but the feature list was required long before coding could begin. We had many stages in our development cycle, and Requirements was first, followed by Design, then Code, then several levels of Test, Integration, System Test, Final Production, another Test, then delivery.

121 Replies 380,629 Views

Operating System: Windows 8 64-bit (6.2, Build 9200) (9200.win8_gdr.130531-1504) Processor: Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz (8 CPUs), ~3.4GHz Memory: 16384MB RAM DirectX Version: DirectX 11 Card name: NVIDIA GeForce GT 640 Display Memory: 11918 MB Driver Date/Size: 6/21/2013 05:06:36, 15144928 bytes The above

0 Replies 3,363 Views