[quote who="Lucky Jack" reply="4" id="3439754"] Quoting WIllythemailboy, reply 1 Well for one they're not going to have defined "sectors" this time around, Willy, do you have a link to where a StarDock employee actually said this? As you can see from androshalforc's reply #2 above, part of which is from reply #53 in the thread on "map hexes", mormegil indicated there will be sectors. While it is possible the devs may have changed their minds, it is al
WIllythemailboy
[quote who="Frogboy" reply="30" id="3439753"] 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 an optimal result.[/quote] Than
That directly conflicts with one of Frogboy's posts: [quote who="Frogboy" reply="19" id="3436158"] 3. There aren't sectors anymore and it looks better as a result (less on screen noise). [/quote] That leads to a couple interesting possibilities: sectors are used only to generate the map for the game, or maybe sectors still exist in some functional manner but are hidden from the player. Another interesting question: if sectors are
Well for one they're not going to have defined "sectors" this time around, so defining a cap by sector is going to be a problem. Early in Dread Lords (possibly all the way up to Dark Avatar, it's been a while) starbases were limited by simple proximity - it had to be three spaces from any other existing base. I guess they could revert to that sort of limit.
[quote who="Lucky Jack" reply="11" id="3438904"] If those that don't want tactical combat used level 0 and those that wanted the additional depth that tactical combat would provide used level x, where is the harm? How can that detract from either side's enjoyment? Why can't both sides have what they want? And why does one side seem so intent on trying to kill the other side's fun? Personally, I don't think the timing is a big deal. I don't have to have
[quote who="admiralWillyWilber" reply="84" id="3438660"] All they would need to do this is let the small races keep their tech tree with the same name while renaming the custom tech tree. They don't have to change the custom tech tree anymore than they were going to anyways. They would just modify the custom tech tree with some cheesy stuff to make the small races a little better.[/quote] I see you're still having issues with this. There is no such thing as "the custom tec
[quote who="admiralWillyWilber" reply="78" id="3438462"]It's the revearse for me I would .k,e to see the minor races to have a tech tree that was designed to use only one class 15 planet as good as the average other factions use their empires. Though this would make a terrible customized tech tree. Except unless the small races had specialized Galactic achievements and trade goods; their shouldn't have these. This would also make a terrible customized tech tree, and the game should pr
[quote who="ParagonRenegade" reply="58" id="3437966"]But I've always found pumping out relatively powerful frigates every turn trumps waiting two or more for the better ship, the AI doesn't handle fighting the larger force all that well.[/quote] Why would you assume I'm building them rather than buying them? Once your empire is at that stage dropping 35,000 bc on a ships isn't that big of a burden. One per turn until I have the fleet I need, then the production rate at
[quote who="DARCA1213" reply="54" id="3437696"] Huge hull start at 150 space with the maximum miniaturization at 115% only 317 space is possible. If this is a modd I would understand, or maybe am mistaken. How do you get four-hundred space? the rest is absolutely efficient I thought I was good at ship building, but you are of a different caliber.[/quote] That was a zero-mod Metaverse game. The standard miniaturization techs provide 150% or so passive miniaturi
[quote who="ParagonRenegade" reply="52" id="3437599"] Quoting dnzrx1, reply 50 Holy smokes. Are you sure you have those numbers down correctly? My NONexpendable fleets can not come even close in stats in the stats without being very cost prohibitive. Yep, but remember, I've been playing since 2006 and I demolish Ultimate AI's even while playing legitimately without exploits. I pretty much know the the game to the extent it's possi
You didn't find an answer because we don't have one yet.
[quote who="ParagonRenegade" reply="33" id="3436994"] Quoting Tridus, reply 31 How big? A Starbase should be able to defend itself effectively, but if I bring my two strongest fleets at it and it still wins, how are the things ever going to be defeated? One of my late-game fleets in GCII was an expendable 12-strong fleet of frigates with about 1000 attack and 3000 defense. I'd imagine most other players used similar setups because of realistic limit
1 - A repair module that fixes ships quickly. I know there was the upgrade workaround but if cash was tight a huge hull ship could take a game year to repair, even in orbit. I know something of that sort was build for Twilight but the techs and modules for it had to be modded in. Or at least if it was in the stock tech trees I never found it. 2 - Sensor units that actually matter. Even fully upgraded a starbase's sensors were no better than what was available for ships. In GC2&nbs
[quote who="Rhonin_the_wizard" reply="3" id="3436681"]"Galactic Civilizations isn’t about fighting long tactical battles." Can we put the begging for tactical combat to rest now? Please.[/quote] Unfortunately, it won't. The trolls will argue that Stardock meant that we're getting *short* tactical battles rather than *no* tactical battles. Stardock persists in feeding the trolls with hopes that there will be tactical battles, and drives otherwise reason
The trolls are getting out of hand in here.
[quote who="Gaunathor" reply="61" id="3436327"]It's DARCAs sentence that I have trouble understanding. It seems to say that, because there'll be auto-resolve, my statement is false. Or, put in other words, the devs have hinted at tactical combat, because there'll be auto-resolve. This makes no sense to me, and I'd really like to hear an explanation from him of what he actually meant.[/quote] I think the major stumbling block is that DARCA isn't applying Stardock
[quote who="admiralWillyWilber" reply="5" id="3436306"] Hey Willy are you kyro I noticed that a lot of people are missing like Maiden this time around.[/quote] lol no, Kryo is a Stardock employee. I used that because it's a system that appears in nearly every game I play. If you hadn't noticed, many of the systems and minor races are named after Stardock people. You frequently see systems named Mormegil, Kryo, Wardell, etc. And the Carinoids are clearly name
This is probably better than renaming the planets like I usually do. I end up with a lot of "Kryo III S25" planets, using S for ship bonus, R for research, P for production, and occasionally M for morale, followed by the value of the bonus. Research planets often get a space before the name so they are at the top of the civ manager list and trade list - I like to sell them to whoever I want a specific tech from.
[quote who="Seilore" reply="22" id="3436246"]I'm lost don't know what "ZOC" is[/quote] Zone of Control - the territory you control. In GC2 terms that would be your influence borders, presumably it is something similar in GC3. [quote who="Seilore" reply="22" id="3436246"]I liked sectors but, I'll take your word for it.[/quote] The switch to hexes makes for messy sector boundaries - the boundary between sectors wouldn't neatly follow the edges of the indi
[quote who="Gaunathor" reply="69" id="3435692"]They are from the pocket universe, where they have been hiding since the end of the campaign in GalCiv 2: DL. It's all explained in the Databanks, if you don't want to play the campaign again.[/quote] It's a pocket universe solely populated by the crews of the Terran fleet - who spent the entire time they were there preparing to come back and kick Drengin asses (and any other asses that may present themselves). Plus, I'm g
[quote who="Seilore" reply="14" id="3435977"] Quoting admiralWillyWilber, reply 13Borderlands let you mod stiff why not them. Not saying they don't let you mod, there is a difference if you actually read the posts you'll see... GCII Metaverse games = no modding (this is where I'd like the customization to go further in assuming simular to GCII) GCII regular non Megaverse game = modding (do whatever you want)[/quote] I doubt they would
The best part about the alpha launch will be to finally bury this dead horse. Of course, people will still try to dig it up and beat on it some more, but at least we'll have concrete proof to shut them up with.
In the same time, I don't mind GC "spin-offs", dedicated to lower level of command, where we could don admiral's hat and command our glorious fleet from our flagship "pwner". Even lower level of command-game, natural tactical level, Nexus scale, or, I don't know, Blitzkrieg - something within captain/company level of responsibility would be nice, maximum up to colonel/regimental levels. But not in GC. That's the game of different scale - it's galactic civilizations, not bo
[quote who="Tridus" reply="1" id="3435440"]There should be an easy UI to do upgrades, but upgrades aren't free and I don't want the game spending all my money upgrading old ships automatically.[/quote] What we need is a way to do mass upgrades in a flexible manner. GC2 suffered from the choices of "upgrade one ship" or "upgrade all ships of this class". Those are fine for small numbers of ships. If you have 100 ships of the same class to upgrade, but you can only afford 20 eac
[quote who="Rudy_102" reply="40" id="3434139"]Well, in simplest solution it won't - if researching techs in parallel will require same amount of time, as researching them sequentially or individually, then parallel study will give same results as queue study - simple reduce of micro control.[/quote] This is quantitatively untrue. To take simple assumptions: you have 50 RP output each turn, and each tech costs 200 RP. Sequential research would put 50 RP per turn int