Some thoughts about the colony and life support changes. Changing the colony module cost does seem to slow down the colony rush a bit, to the point where the human player doing some scouting is of some benefit. On the other hand, sometimes you're still going to be beaten to that sweet high-PQ world. The early game seems a bit less hectic now. The basic life support module now takes up an appreciable part of a tiny hull's capacity. So for long-range sc
RemingtonRyder
Freighters spawn a mini-freighter when they set up a trade route, starbases could similarly set up a supply freighter which ferries supplies (production) from a designated planet. This would default to the closest planet which isn't over-committed to providing building supplies. This would make setting up remote starbases a teeny bit more problematic, as the longer the supply line is the more chances that a supply freighter will be raided by enemies (just like trade freighte
I'm considering a change to colony module costing. This will mean it takes longer to produce colony ships, which will somewhat slow down the colony rush. This is fair to all players and will allow populations to grow for a while longer before another new colony is added, potentially staving off economic meltdown.
I think I would like to see a couple of new functions with starbases. Like an Ore Refinery module for starbases in far away uninhabited systems, which takes the output of a nearby mined asteroid field (thus minimsing the amount lost in transport) and turns it into a rush-buy commodity. This in turn reduces the cost of buying out production or doing upgrades to just the labour cost, whatever that might be, until the commodity runs out.
The real hazard to ships travelling your space is not from armed starbases but from gravitational anomalies along the intended flight path. A typical galaxy is vast and ever-changing. If you haven't got updated navigational information from the local Gravitational Positioning System then you would be forced to make a little jump, scan ahead, then make another little jump, and so on. Or you could take your chances and maybe burn out your hyperdrive because you didn'
Michael, it's not really that bad, it's just that this forum uses a painfully teeny default font (at least it looks that way to me) and there isn't much line spacing. So to be intelligible pretty much everyone has to break their text up with paragraphs. :/
[quote who="Wintersong" reply="7" id="3412467"]http://www.acapela-group.com/text-to-speech-interactive-demo.html http://www.text2speech.org/ http://codewelt.com/proj/speak[/quote] Like I said, sounds like an automated answering service. If you want a quality voice with the right inflections, you need a human to do the job. For now, anyway. In the future, all bets are off.
The Jagged Knife fails because it's so much of a wrench that players often reload. If it was like the other colony breakaway events, growing slowly over time, then the human player(s) would have a choice - combat the new threat or let it erode their opponents and soften them up.
Let's take an example from popular sci-fi. Suppose that your enemy starts teleporting nuclear warheads into your warships. It's a cheap tactic, but so is finding some kind of way to jam the teleport so that the warhead can't be deployed. Therefore the playing field quickly becomes level again. For tactical combat to retain its freshness then, there needs to be some sort of tactics room which allows you to develop new ways of gaining the upper hand that
[quote who="DivineWrath" reply="4" id="3412404"]Is current technology capable to creating high quality speech without voice actors? The best voice actors will cost money.[/quote] I don't think so. At the very most you'll get a computer player that sounds like an answering machine. "Lord Kona isn't here right now but please leave a message after the screaming slavelings," ;) I wouldn't mind voicing Lord Kona actually, get my name on the credits, it w
The Hyperion Matrix. Yeah. Best thing for it is to just nix the food bonus and give them a pop growth boost, because that's actually handy on a homeworld.
The AI also uses bonus food tiles very poorly. When approval starts to plummet they tend to lower taxes as a stop-gap measure, but then they don't do much about the problem.
Going to try out a new hull class in my next game. It's provisionally named 'Support' and will be between small and medium hulls in terms of capacity, cost, logistics and hitpoints.
I went down a slightly different road with minor races, stripping down their tech tree and reducing the cost of their techs. This gives them a bit of a lead against the major races, but they're limited to their home planet. I've left in their invasion tech though, in case someone wants to mod them into ravenous conquering barbarians. ;)
Well from what I can guess about Steam Workshop and how it integrates subscribed mods with the game launcher, there are still going to be mods that will not be compatible with each other. If I come up with a whole new tech tree mod for GC3 (and being honest, when I get a look at the tech tree I'm likely to say 'aw, hell no') and someone else comes up with a tech tree mod, then it's possible to subscribe to both of them, but only the one which comes last in the loading
Check a look at the civ capital tile - it has a 50% Influence bonus. Additionally, all homeworlds have a high base ip of 25 (in the tooltip for ip this is 'From Planet'). It doesn't sound like much, but few planets you come across (apart from hoemworlds) have that much. When you add all the bonuses on, homeworlds are far ahead of many planets in generating influence.
I like playing from whatever the map generator inflicts on me. It's not always pretty, but it's interesting. As far as picks go, I would solidly recommend taking at least +10 in Economics, and/or picking Federalist as political party. It is robust because you'll prosper even if you can't get to a green resource before anyone else. I have been experimenting with Industrialist, which suits the Arceans quite well I think, seeing as how powerful ships i
It's not uncommon to be beaten by the AI in the colony rush. You can start building colony ships immediately at a new colony (rushing a Starport is not very expensive). You can use the limited population of your new colony to plant flags on as many nearby planets as possible. Because you're going a short distance there's no need for engines or life support modules, which means it takes less time to build. Now the downside is that spreading population th
Ships need to have at least one point in defence to get a defence bonus. That might be the problem.
I think the crucial thing for tactical combat is to build it around the expectation that the AI should be competent at it (it is possible to teach them if you do this) and fun for the human player(s). Not fun as in 'lol your ships go boom' but worth watching and participating in. This may mean that it is not as feature-laden as you would like, but still gives you some kind of adrenaline rush during each battle. One of the things that I've observed from playin
My advice would be to get some spies gathering intelligence on the Terrans - click the 'Place' box on the Espionage panel so that you have a least three spies assigned to them. When your espionage level with them reaches 'High' you will be able to double-click the worlds they have colonised in your space and see if they're actually any good. The class 4 sounds like it will likely have a fair number of tiles available after soil enrichment, habitat improvement
I found starbases and the huge number of modules to be a bit cheesy. Lure a bunch of enemy ships into a ship-assist kill zone - hey, the starbases are the ultimate bait! - and tear them apart, then rinse and repeat. If you have a ridiculously large empire and money to burn you can create a wall in space. One of the things that I did with my mod was to severely cut back on ship assist modules, bringing them into the game much later in the tech tree and in very small numbers
I think the most burning question for me is whether the modding support is any good on Steam. I do play a modded game on Steam (Skyrim) but I'm not sure what sort of challenge it is going to be to write a mod for GC3 Workshop. One of the things that might actually win people over (to the dark side, some might say) is having a huge mod library for GC3. Anyone have any insights?
I think the most annoying part about following the same derivative research for new modules was that you rarely saw an improvement that warranted upgrading ship designs. This was because in terms of value for space or cost, the modules were packed too close together. If they were spread out a bit more, with a good increase in firepower through the tech tree, then you would have something to look forward to.
The more influence that your empire has as a whole, the more of a bonus it gives to your planet's ip value. This adds to the bonus you get from your influence ability, the population on the planet, and the influence buildings you have added to the planet. You can see this as a tooltip when you hold your pointer over the ip value. Where it does matter is when you want to convert another civ's colony. In that case, your influence needs to be at least four times