[quote who="EvilMaxWar" reply="92" id="3445994"] Quoting WIllythemailboy, reply 91 invasion tactics damage the planet beyond reclamation? What possible degree of combat damage could be worse that what we already face on a regular basis? Well, for one, dropping a massive asteroid into the planet, basically simulating the dinosaur extinction. This might weaken the crust and stimulate volcanic activity for a long time. Not something you could fix by '
WIllythemailboy
Tiny hulls could be absolutely devastating with proper starbase support. All weapons, one with a fleet firepower module, and stuck under multiple military starbases. If the enemy is weak enough you can use the speed boost modules to fling a fleet of 30+ tiny hulls at an enemy fleet, or you can wait until they are closer and you can engage them under at least some of the array bonus (and get back into position in one turn). Starbase boosts are on a per-ship basis, so you get 5 or more times as
[quote who="Fate" reply="88" id="3445787"]So you had an alternative all along? Both interesting ideas, although yours extends a bit too far towards realism and fun-ruining, in my opinion.[/quote] I actually came up with that as I was typing. I prefer the damage-and-rebuild model over permanent damage. How believable is it that we can terraform swamped planets, desert planets, toxic planets, even planets where everything is radioactive, but invasion tactics damage t
[quote who="Fate" reply="84" id="3445777"] Quoting WIllythemailboy, reply 81That "exploit" has been around a loooong time. It's pretty common knowledge. But really, what was the alternative? Applying the PQ loss even on losing invasions would have led to exploits the other way, using multiple one-person transports to fail at invasions and wreck really tough worlds down to PQ1 without ever even attempting to take them. 5-6 empty transports would reduce any planet to useles
[quote who="Fate" reply="79" id="3445733"] Max shhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh, promise me that when you find exploits like that in GC3 you won't write them on the forums! That's how things get patched haha! In fairness though that became a lot less useful in TA, as most of the improvements would be destroyed because you don't have the required tech anyway. Fate,[/quote] That "exploit" has been around a loooong time. It's pretty co
[quote who="thetraviler" reply="7" id="3445679"] I too think this is a good idea. I don't know how realistic it would be to begin implementation at this point in the production cycle, however if it is already planned for it could be realllllly cool![/quote] Probably, but why let that stop us? At worst, it's an idea for an expansion. Frogboy did say he felt approval was too valuable to waste as a soft cap on population; something like this would make for g
[quote who="admiralWillyWilber" reply="1" id="3445361"] Well here what I would like to see changed in this area. I think that ships should gain abilities when they level up.[/quote] That is logistically not possible in a game this size. Sins does it well, but at most you can have 10 ships you need to worry about leveling up for abilities. Even if I limit the count to huge hulls, my current game has nearly 400. The tiny hull count is close to 2000. Even if you didn't have to
[quote who="admiralWillyWilber" reply="35" id="3444581"] Well a Dyson swarm, bubble, or sphere would be easier to make around a gas giant instead of a star with practically similar returns because planets give off light just like stars give off light.[/quote] Uhhhhh, since when? Planets reflect solar light and give off some infrared light from fossil heat, but they don't emit visible light like a star does. Heck, some red dwarf stars barely give off visible light.
[quote who="ParagonRenegade" reply="47" id="3444396"]But really, cost/effectiveness drops like a stone after 15 billion no matter what you do. Under 15, I'm golden, but over that, you have to build too many structures to maintain an acceptable morale rating.[/quote] Considering it was designed to do exactly what you're complaining about, I'd say the problem is at your end. Early iterations were absurdly broken without diminishing returns, and the game was better wi
Thermal energy is kinetic energy on the atomic level, so that part of your theory is kinda flawed
[quote who="Gaunathor" reply="34" id="3443873"] Quoting WIllythemailboy, reply 33Frogboy has said that planetary output (research, production and money) are going to be directly related to population. Structures are going to be giving percent bonuses on top of that base rather than giving fixed output per building. I can foresee some really cheezy 30+ billion planets cranking out ships absurdly fast if they remove the primary control factor on an individual planet's population.<br /
Frogboy has said that planetary output (research, production and money) are going to be directly related to population. Structures are going to be giving percent bonuses on top of that base rather than giving fixed output per building. I can foresee some really cheezy 30+ billion planets cranking out ships absurdly fast if they remove the primary control factor on an individual planet's population. The colony control topic is in the founder's forum, so you may not be able to s
[quote who="jirkaesch" reply="17" id="3443481"] Quoting Frogboy, reply 1 The planet economy is more sophisticated, we got rid of the ambiguous morale system and replaced it with adjacency bonuses. What? NO MORALE/APPROVAL?!? You mean the inner weakness of the big empires is gone and in Galciv future every inhabitant is content? I will reserve my judgment for the final version, but this makes me rather
[quote who="EvilMaxWar" reply="11" id="3443343"]Fine if you use the Unhabited/enemy planet sorting option but personally I never really found any use to it, except maybe in early mid game as a lazy way to find uncolonized planets. But it seems we play the game much differently, interestingly. I am curious as to what is this extensive use of those options you do.[/quote] Sorting by planet quality to prioritize colonization. Sorting by habitability to prioritize colonization by sector (
[quote who="InquisitorFelix" reply="12" id="3443262"] I ended up just imagining the "BC" stood for "Billion Credits" and it immediately felt more natural to me (However, it did make the scientist finding 1bc on a table even somewhat odd in comparison).[/quote] That is what BC actually stood for, and that event was quite nonsensical due to that fact. [quote who="Frogboy" reply="8" id="3443233"]For example, I would LOVE to have a system where we are free to have the population o
[quote who="EvilMaxWar" reply="9" id="3443295"] Quoting admiralWillyWilber, reply 8 I have to say that I do the reverse while I use the Planet/ship tab; because it is better to my opinion on changing the build Ques for my whole empire. Quoting InquisitorFelix, reply 6 I wonder why you say that, I find the complete opposite. In fact there is no advantage to the Ship/planet panel Vs the Colonies Tab which give you all the same options along with mo
[quote who="Frogboy" reply="1" id="3443150"]The UI in GalCiv II is pretty dated, GalCiv III has a really good tool tip system that gives you a lot of helpful information.[/quote] One issue I've had in other games: sometimes tool tips can be TOO "informative" - the text that comes up is useful, but covers other potentially useful information onscreen. I'll be sure to whine about it when it becomes a problem, but is there a proactive way to address this sort of issue? Maybe desi
[quote who="Starchaser12" reply="23" id="3442824"]The point to them being called 'left handed' and 'right handed' is that the chiral centers don't just have a twist, they twist light. Right and left refers to the direction the light twists when passing through a chiral center.[/quote] Actually, the two phenomena are completely independent. Roughly half of our left-handed amino acids polarize light to the right. <a href="http://en.wikipedia.org/wiki/Chiralit
[quote who="admiralWillyWilber" reply="15" id="3441728"] They already have a leveling system I'm sure your talking a leveling system that adds something else than hit points like anti matter abilities on Sins of a solar empire, heroes, or picking abilities when you level up. I like to star combat system on panzer general.[/quote] Can you imagine managing that type of ability-granting level up mechanic for several hundred ships? I'd rather not, thank you very much.
[quote who="admiralWillyWilber" reply="19" id="3441182"] Two things 1. What is the difference between right and left handed amino acids. 2. Why do they say that left handed amino acids are tasteless, and right handed amino acids are sweet.[/quote] All but one of the amino acids are chiral. At least one carbon in the molecule has four different things attached to it, and this leads to structures that cannot be superimposed with their mirror images. It's hard to visua
They never said December or February, they said "winter", and intended it to mean exactly that. Spring starts March 20th, so don't expect it before the 15th.
It could be done as star base modules and planet structures needing to be linked into a network, somewhat like trade hubs in Sins of a Solar Empire. You have to build hubs within x many spaces for them to "link" and be included in the network. Star base modules would generate money but would be intended primarily to fill in gaps in your network.
[quote who="sleepyx732" reply="10" id="3440259"] If you look at the quote regarding the tech tree, "Nobody can expect to completely fill-out a tech tree, and trying to be comprehensive will result in a mediocre civilization." tells me you don't get locked out of anything. A jack of all trades play style 'will result in a mediocre civilization." Whether this is between being able to choose diplomacy & war or diplomacy or war remains to be seen.[/quote] This
[quote who="Space Voyager" reply="35" id="3439917"] Quoting Frogboy, reply 30 What you'll have here is if you have support ships in your fleet you'll be able to set up some battle options before the fleet battle begins. its hard to describe, it's a bit magic the gathering (select what you want to do at the start). but you won't be controlling the ships directly. The problem is that people would feel forced to micro manage their battles in order to get a
[quote who="Lucky Jack" reply="4" id="3439759"] Quoting ElanaAhova, reply 3 I would also like to suggest that along with galactic wonders, a new category be included; regional wonders. Some could be generic, meaning any species could build them. Others might be species specific - only the specific species could build them. Regional? Like in a wonder that applies to all planets in a star system? Or one that applies to all planets of all star systems in