Croc411

Croc411

Joined Member # 2467648
5 Posts 66 Replies 640 Reputation

[quote who="Halicide" reply="8" id="3856659"] The 75% damage reduction is something I fully agree with. I actually suggested something similar awhile back. It would require a large overhaul of the ship role system, but I think it would make combat so much better. https://forums.galciv4.com/509104/page/1/#3830841 I get where you're coming from, but the simplest solution would be to prevent mo

34 Replies 128,996 Views

[quote who="Halicide" reply="4" id="3856649"] The only other thing I would point out is that swarms beat large and huge hulls because they can target more than on ship at a time. Because large and huge hulls only get one shot at a time they really can't deal with swarms [/quote] Yes, that's what I meant with "the GC targeting system" and that's why I suggested the 75% damage reduction to alleviate the problem a bit. [quote who="Halicide" reply="5" id="385

34 Replies 128,996 Views

[quote who="Vehement26" reply="2" id="3856570"] I agree whole-heartedly. Rather than limiting the number of modules, the additional slots needed (3 for carrier mods) already recognizes these items use additional space and provides a natural limitation on the smaller hulls. [/quote] Exactly. [quote who="Vehement26" reply="2" id="3856570"] Full-Blown Fleet carriers that are dedicated platforms SHOULD be able to carry 40 fighters at the expense of their own firepow

34 Replies 128,996 Views

Carriers are NOT overpowered. As I showed in this thread, swarms of Tinies and/or Smalls with weapon amplifiers are the problem. You have to remember that: (1) The carrier techs are at the very end of the tech tree (2) There is a limit of the number of ships that can appear in a battle per side, no matter how many ships and fighters your fleet consists of. The limit is 64 in GC3 and I strongly suspect it's the sam

4 Replies 15,516 Views

As it stands now, there is absolutely no reason (other than roleplaying) to build large or huge ships. They are beyond bad in comparison to the other hull sizes. Let's take a look: Tiny Your starter warships and extremely useful for stacking weapon amplifiers and other fleet bonus modules. This seems to be the current "meta" of the game. Just spam a whole lot of them, set them to support role and bunch them together with a couple of Small or Medium hul

34 Replies 128,996 Views

I love the adjacency system in GC3, it's kind of a very fun minigame in the game. I love to plan and optimize my planetary improvements and to race for antimatter power plant with the AI. By maximizing flat production/research/credits output on good worlds and then amplifying that with citizens, government ships/mercs and econ starbases you can create planets that outproduce whole AI empires. It's just great! For me, the planetary improvement system is one of the two main reasons that

15 Replies 59,670 Views

You write in the FAQ that you don't intend to enable the import of GC3 ship designs. I'd like to ask you to reconsider this. All the millions of man-hours put by talented people into GC3 designs over the last years. And you do not want to utilize this treasure for your new game? Wouldn't this be an additional selling point? One reason you give is that the GC4 parts look better. But I don't see why this should be a problem. You wouldn't have to do any redesign on the old parts. Just in

2 Replies 20,599 Views

It has been this way for quite a while (Crusade or even earlier?), so I wouldn't really call it a nerf. Some time ago, the influence bonuses of Devout ability got a big boost. I guess they just overlooked Intuitive back then. But you are right, of course. Xeno Anthropology Center should grant +10 / +20 / +30 influence.

3 Replies 19,956 Views

[quote quoting="post"] the tech that gives no maintain and repair health is too powerful.[/quote] No, the tech (Living Ships) is fine. You can achieve practically the same repair capability by having a few (2-3) Nanite Projection Arrays (fleet support modules) in your fleet. And ship maintenance cost is not really relevant anyway. Defenses are what really is OP. Create attack ships that have 30 or more in all 3 defenses and then see if the AI can even make a dent in

3 Replies 24,396 Views

I feel the same as you. Everything on very slow is still way too fast. Once you have neutralized the -50% modifiers to research and construction (very easy for a human player), the game feels like normal again. And the AI on Genius is not good at handling it. While it helps them a bit early game, they fall behind dramatically when you reach Age of War. My solution is to set pacing to normal but selectively increase the research costs in MasterTechDef.xml according to age:

6 Replies 56,493 Views

In my last game on Incredible the Mowlings did very well at first, but then got wiped out by the Drath (who have Ancient ability). Mowlings have Prolific and Divine Guardian ablilities, which are rather mediocre. But they got +2 tourism as trait, which means they will earn extreme amounts of money per turn at mid-game and later (once they have a lot of influence). This might be the reason why they do so well in your games. @SchismNavigator: some racial abilities are indeed very OP, ev

4 Replies 37,165 Views

It gives you Zero Gravity Construction tech in addition to the constructor, enabling you to train Engineers (which is much better than just getting an engineer). Most probably the description of the ability is wrong. For a detailed description of all the racial abilities, see my thread on the steam forums: https://steamcommunity.com/app/226860/discussions/1/1696046342872548776/ It is

5 Replies 40,175 Views

I'm pretty sure they made an intentional design decision to limit the Aid x projects to 25 for 75 social prod, in order to not unbalance the game. My homeworld ends up with more than 1k social production most of the time, imagine if I could turn that fully into research points! There are some citizen projects which are repeatable (if you can get the resources) and very expensive: - Train Citizen (prereq: Star Federation tech) - Train Scientist, Entrepreneur, Diplomat a

8 Replies 29,859 Views

[quote quoting="post"] I found that hyper gates are dangerous to my troop transports. I've had enemy ships pop in out of nowhere and kill my transports by using hyper gates. I can usually keep my transports a safe distance away, but hyper gates changes that. I'm finding that making my transports avoid hyper lanes is a good idea. [/quote] From my experience it is best to use tiny hulls for troop transports and incorporate them into my attack fleets (in addition to one tiny se

3 Replies 32,172 Views

[quote quoting="post"] As the title implies; can I import Galciv2 ships to GalCiv3. If not, are the cosmetic parts from GalCiv2 available in Galciv3?[/quote] You cannot import them into GC3. And unfortunately, not all ship parts from GC2 are available in GC3. I have to fully agree with you here. Back when GC3 was released, I saw it as a big mistake by Stardock that they didn't include all the original GC2 parts (could have been the old models and textures, no problem) and

1 Replies 14,112 Views

What Horemvore said. I highly recommend getting Interstellar Republic ASAP. Also, you should get your morale up: - You can set your tax rate to 0 in the beginning. It doesn't really matter, you will be at a deficit for the first 50 - 100 turns anyway. Get money from anomalies and treasure hunt missions to compensate. This works pretty much indefinitely. You can also sell tech and resources at the market or to the AI. - Build morale improvements and ideology buildings (

31 Replies 142,653 Views

[quote who="AdamMG" reply="3" id="3721130"] there is also an ideology pick (using GRM, do not recall if it is also in standard) which makes a civ's planets immune to flipping. This could also be the case. [/quote] This is in vanilla but IIRC it is under Benevolent or Neutral so Yor (Malevolent) doesn't pick it.

8 Replies 51,151 Views

[quote who="ctiberius" reply="27" id="3721142"] I'm more interested in understanding why I stick to 2-4 colonies and find out in turn 50 that every other player has a dozen or more and I'm dead last in every metric. AI still doesn't follow the rules, does it. [/quote] This could have several reasons: - you play at one of the higher difficulties (on Gifted and above the AI gets bonuses to production and ship speed, among others) - you got unlucky and ended up

31 Replies 142,653 Views

[quote who="jabberjaws" reply="6" id="3721008"] STARFARING gave the free commander Yes I use GRM and Exterminator is an ability that gives +50% military +20% defenses and negative on diplomacy, it comes with the Dalek Race. But you can use it with any you make. I used it to counter the negative 50% from Xenophobic. However when I tried to remedy the negative to diplomacy (exterminator) by making myself likeable it did not seem to help. All races hated me pretty quic

11 Replies 46,271 Views

[quote who="lycan371" reply="17" id="3720918"]Hi, I understand that you only need a couple of planets or even one really good one to get what you need but doesn't this depend on which race you play. With Terrans, Earth starts with 11 tiles and with the Krynn, Kryseth has just 8 (and the ones in the home system are even smaller). Of course you can terraform but this takes tech and time.[/quote] Earth and similar homeworlds work fine. Of course a single class 1

31 Replies 142,653 Views