Okay, I lied in another post; I am going to talk about approval because it brings up a concern about how planetary governors are going to work and the need to reduce micromanaging of planets. Below is Earth at turn 551. Approval is 100%. My production is focused on manufacturing and research with just enough wealth to keep my approval at 100%. <span style="font-family: arial,hel
Hamilmac
With the ability to expand the range of effect of starbases, I believe the minimum distance between starbases should be reset to 5 hexes (instead of the current 4). See the starbase effect near Earth (below). To be honest, making so many starbases on an insane map with thousands of stars would get very tedious. <img src="http://s25.postimg.org/j50k16yr3/Starbases.png" alt="" width="1278" height
I actually like the idea of capturing ships. I think the developers mentioned something about a chance to capture ships and maybe acquire tech if you win a battle, once the full combat mechanic is in. I agree that both features (capture and tech advances) should be part of the combat system.
I actually wrote an SF novel (never sold) in the 90s where the main ship was this design (it was cool to use the Ship Designer to "realize" it). I figured the design allows a ship to fire and move in all directions for the least amount of mass. When I watched the new Battlestar Galactica, imagine my surprise at the Cylon Base Ship design. LOL.
Good point. This is not the only place where changes to the govern screen do not immediately update the display stats. Change the govern percentages on the Govern Planet screen and you often have to use the arrows at the top to move to another planet and come back just to see what your changes did to the planet's "Turns to completion" on improvements.
I had the same bug. My ships in orbit remained mine. I was able to eject them from the planet (even though it was an enemy planet now) and use them normally.
(.42 Patch) Bugs Constructors that have more modules than a Starbase requires end up going to defense ships instead of being available for upgrades: <span style="font-family: arial,helvetica,sans-serif; font-siz
I love the idea of a lot of races. I really do. However, my biggest concern is stability of the game (the latest Beta is the first large-map version that hasn't crashed my system before turn 300). I don't want to get to turn 300 only to have the game crash and become unplayable. How far did you playtest your game? Any chance you can play it to turn 400 or 500 and check for stability, performance, CPU and memory usage, etc., and report that to the forum?</
Another vote for liking ages, through I do believe there should be a soft cap (yes, you can research a tech in the next age but it is expensive). The classic model for this is the Civilization games. I believe Civ 5 got this just right.
Well, my work schedule didn't allow me to jump in when the Beta was first released, so I'll avoid the issues others have raised. My biggest concern going into the Beta was stability. In the Alphas, the game usually crashed somewhere between turn 270 - 290. Well, I can happily report that I am on turn 512 on a large map with everything set to common and I've had only one crash to de
[quote who="LittleJohnII" reply="15" id="3480731"] Your research output will be significantly lower than that of other races. If it stays this way, they're going to get a lead you can't challenge and you will lose. [/quote] Of all the arguments in the thread, this is the one that brought it home for me. In GC 2, I
Shipyard: I must admit I’m frustrated with the shipyard in its current state. (Alpha frustrated, I know.) First, creating parts doesn’t seem to work right for me (or I r
Mormegil, I just sent the dxdiag, game save, debug.err, and the zip file to support. Hopefully that gets to you. If it doesn't, please let me
First off, I have to say guys, with this patch you failed miserably. I had fun. Shame on you. Didn’t you read what the Developers said? <span style="font-size
Suggested reading for different takes on space combat: "The Lost Fleet" series by Jack Campbell pits huge fleets against each other with no fighters/bombers. It describes the use of missiles, beam weapons, and kinetic rounds against fleets and planetary targets. Also good reading. The "Star Carrier" series by Ian Douglas uses combat at near c velo
I really hope the guy who started this thread wasn't serious and this was a setup. Those of us who are geeks, nerds, and recovering IT staff LOVE Alphas and Betas 'cuze we get to break stuff on purpose. Regardless, thank you to the many comedians we have in this group. I laughed so hard I nearly fell off my chair.
[quote]When I put star freaquency to abundant and planets to the 2nd highest and then habitable to occasionally I literally had only 12 habitable planets in a large galaxy. Most of these had a population limit of 5-6[/quote] Good point. I modded GC 2 to improve planet quality for all races at the start, and created 3 "planet quality improver" improvements. One upgraded planet quality by 3 and another (a
The current way starports are done is untenable in a production game. On a large map with 3 AI, they got a total of 9 planets and I got the rest by parking ships in their systems to destroy their new starports. I can post a screen shot if someone needs to see it. It's not the vulnerability of the starports that I have an issue with; it's the fact that ship production cannot o
[quote who="Lucky Jack" reply="2" id="3476559"] Having just had a whole bunch of crashes myself and partially solved them, I have to ask: What graphics card are you using and what driver level. I just backed off a beta level driver and saw a reduction in the number of crashes I was getting. I have a GeForce GT 640 with 12G display memory and was on the latest beta driver. I am now on driver level 337.88. More questions -- could the number of ships you have
Similar to what Larsenex reported: On Turn 287, the game is crashing as soon as I try to activate any ship. I have reloaded the game seven times and clicked on different ships and no matter what, it crashes.
Turn 275: The three AI players have a total of 9 planets between them. I have most of the rest on a large map. Early knockouts of their starports and then parking a military ship to destroy new starports they build is the reason. <span style="font-si
Just my opinion: Don't complicate the money too much for a game like this. The old GC 2 system works in its way and is reasonably easy to understand. I think Civilization 5 does a better job with economics (so far) but if GC 3 is close to it, that's good enough for me (I play Rise of Venice when I want a good economic challenge). A better trade system would be nice, though.
I'm having the same mouse issues. "Glad" to see I'm not the only one. Also agree with the lather, rinse, repeat of destroying the starports. It gets tedious after a while.
[quote who="Larsenex" reply="12" id="3475688"] I think that due to their very high tactical value, they should come with some sort of both offensive/defensive things that would discourage early rushing of the enemy ports. In theory they would be the highest defended object above a planet, perhaps give a defensive bonus based on value and population of the planet its anchored to?[/quote] <span style="fo
Something about your system? The game has been completely stable (with bugs) on my computer so far (turn 123).