I asked for something like this earlier in another thread. I asked if it were possible to import ships as well. From what I understand, when a new game is made, the game loads all designed ships (at the time the game starts). However, it has no way to load ship designs made after that point. Likewise, I would like to be able to import ship designs from other civilizations. I might have a good ship design I made for another civ I played during another game. However, because the ship
DivineWrath
I need to play a few more games with it to fully figure it out, but it doesn't seem to do a good job of changing planet improvements (it will not remove existing ones so they can be replaced with something better). This can be a big deal when a civilization might research a new branch of planet improvements (like the Iconians and the Interstellar Refinery), or buy technologies from other civilizations (like better farming and morale planet improvements when playing as the Iconians).
[quote who="Lucky Jack" reply="2" id="3412157"]Is this somehow different from "Civilization Manager " (F6) -> "Governors" -> "Planetary Governors"?[/quote] I think I know what you are talking about, but I can't seem to ever find it when I go look for it. Mind you, I don't think it would work quite right for me, because I care about "readability" of my planets, which requires that I place the planet improvements in such a manner that I can quickly determine what a give
How about another -- "My Favorites". Often when I play, I end up with a number of technologies from other civilization's tech trees, giving me access to planet improvements I wouldn't normally have. This means that my tabs would often have a lot of planet improvements that I wouldn't normally use. It would save me clutter if I could make a small list of planet improvements that I frequently use and put them into a custom tab.
[quote who="Lucky Jack" reply="25" id="3412137"] Quoting DivineWrath, reply 24 From what I've gathered thus far, I should look into: -Look into if Steam needs to be always on in order to play GalCiv 3 (its a big deal for me too). -Look into if modding works well. -Look into if updates are handled well. And look into whether they will improve their support structure!!![/quote] Strange, I missed that one. I must have forgot to refresh m
From what I've gathered thus far, I should look into: -Look into if Steam needs to be always on in order to play GalCiv 3 (its a big deal for me too). -Look into if modding works well. -Look into if updates are handled well.
While you seem to be having fun making art, this is not what I'm looking for. I'm looking for tools to better manage my planets, not play around and make everything look nice. Back in GalCiv 2, I wanted ways to quickly figure out if I had planetary essentials (ie starport, counter espionage center, etc), determine how many factories I had, population management (ie farming, morale, etc), etc. Unfortunately, GalCiv 2 favored graphics more than function, so I had to be stuck
[quote who="ParagonRenegade" reply="37" id="3411947"] Quoting DivineWrath, reply 35 You must have only played the base game, Dread Lords. In the expansions, all (major) civs get their own set of ship designs. Whether or not they have unique "styles" may depend on the viewer. No, in TOA all the races share a handful of design sets. The AI makes use of different pieces, but for the Human player, the base designs were the same.
[quote who="charon2112" reply="17" id="3412061"] Quoting Wintersong, reply 16 Quoting charon2112, reply 14 My concern is that they will ruin the combat by making it tactical.And Steam(works) is related to that how? Isn't this a thread about GCIII concerns? If not, the title needs editing.[/quote] I'll go edit the title if that is going to be a problem. I'll make it clear that Steam is my focus. <br /
Something that really bothered me back in GalCiv 2 was that some planet improvements were not well designed. The worst was the Industrial Sector (in the TA expansion). It increased its maintenance cost (compared to the previous factory) more than it increased its industrial output. It more than doubled it's build cost over the previous factory type. The only reason why I would want to research the tech was to nab the last mining module that was tied to it. So if I don't lik
Hmm... The founder badge doesn't show up in the OP... Will it show up in this reply? Edit: Yes it will.
As you might have noticed, I now have that founder badge. That is because I just recently pre-ordered GalCiv 3. I picked up GalCiv 3 for many reasons, but one of them is to investigate the various concerns I have regarding Steam and Steamworks, which are big reasons why I would normally try to avoid getting this game and games like it. I don't think I'm alone with these concerns, so if there anyone who is not going to pick up this game because of Steam and Steamworks, and have questio
Another way to look at it is, sometimes it is better to throw away code than it is to fix it. GalCiv 2 is designed to work on Direct X 9, Windows XP, and is 32 bit. In addition to that, much of what the game does is hard coded -- there is no way to mod starports because the game literally looks for a planet improvement that is called "starport" when determining which planets can build starships, not look for planet improvements that have some sort of ability that grants starship construction
[quote who="Reaper273" reply="8" id="3411463"]I see your point, but would also mention that size should not equal power. The SG-1 episode 'It's Good To Be King' where O'Neill destroys a Goauld Ha'tak with a Puddle Jumper with one shot due to much more advanced tech is an example of what I mean.[/quote] I don't think that should be a good example. In my experience playing GalCiv 2, I found that moderation and balance lead to more powerful ships, no
I don't like the planet development screen in GalCiv 2. I found it easier to figure out what a planet did or could do well if I could place specific planet improvements near each other in certain arrangements. For instance, starports, navigation centers, and counter espionage would fill one row. Another row might be a farm and morale building, another row would be all factories, another all labs, etc. Basically, having a grid where open tiles were placed randomly (or semi rando
[quote who="ParagonRenegade" reply="34" id="3411503"] I would like if every race had their own style, unlike in GC2 where certain races (Terran/Arcean, Torian/Drath, Drengin/Korath etc) shared a style. Along with unique tech trees, this would go a long way in giving each race moar character.[/quote] You must have only played the base game, Dread Lords. In the expansions, all (major) civs get their own set of ship designs. Whether or not they have unique "styles" may depend on
The best you can get that I know of is under the "governers" tab in the "civilization manager" window. There, you can assign ships to travel to different rally points in many different ways. Since the window is bigger, you can see more rally points at once. The individual rally points there even have that little "i" in a circle that will bring up rally point details (much like how you can get more details with ships). It might not be what you are looking for but it is likely more than what yo
Regarding planet improvement adjacency bonuses. I think that such a system would become tedious and exhausting on larger maps. On larger maps, you almost want to make clones (like factory world clones, or research world clones), not unique worlds that optimize the locations of planet tiles. When you have 200+ worlds, do you really want to optimize every single one? I don't think there would be good reasons to optimize every world when you got lots of them. When you g
Why not have the excess research points be automatically be redirected to the next research project instead of being wasted? I'm thinking that when ever you have more than enough research points to complete 1 tech (or several), the excess is put towards the tech of your choosing (you should get a pop up or something).
[quote who="Frogboy" reply="176" id="3410039"] Retail was a horrible system for developers. Let's use Galactic Civilizations II as an example. ... *snip* GOG has a number of issues for developers. It doesn't provide retail-time reports. Instead, every quarter we get a report on how many units they say they sold. We just take their word on it that they sold that many since there's no activation or any other way to tell how many copies they sol
There were a few things that bothered me back in GalCiv 2 ship designer. This isn't all of them, just many of the annoying ones. -You couldn't specify desired miniaturization. On occasion, I felt the need to specify a level of miniaturization higher or lower than what I had at the moment. For instance, if I had an idea for a ship design to be used early in the game, I could not easily figure out how much space to leave open so the ship could be available for when I was desi
[quote who="NagaPrince" reply="12" id="3409416"]Sucks when a Mega Event is so instantaneous with all its full repercussions that its like you get the wind knocked outta you...[/quote] I think the whole point of mega-events was to knock the wind out of you. If you could causally keep doing what you were doing before the mega-event, then it wasn't doing its job. If I recall correctly, before mega-events, players were asking for more challenges and stuff, to prevent things from be
I was considering this idea as well. I would like to be able to replay events 1 step at a time (like 1 ship moves somewhere), pause events, etc, much like I would if I was playing video. I would also like to be able to pause things so I could view stats. I would also like to be able to skip over certain events, like having several dozen fleets attacking the same starbase (you can't count the number of fleets, so it seems like it takes forever to complete). I also wou
The ships for some civilizations always looked a bit weird to me. Especially the Yor. I suppose I can see the triangle-ness now in the core ship designs in GalCiv 2, but that was not what I would describe it. I would describe them as being wire looking and fragile looking. They seemed to have a wire (or some similar effect) going one way, then with most of the other parts go 90% another way. They also seemed to lack a "core". The area where the center of mass should be was empty space. Conseq
If I recall correctly, there once was no sensor limit. It caused serious lag issues when someone tried to push the sensor range *really* high to see the whole, or most of the, map. At least it caused that one guy serious issues. It might have been a PC problem, as my PC is powerful and doesn't have lag issues when I try to distribute sensor ships everywhere. Yes, a sensor range of 15 can be a pain, especially when ships are running around with speeds greater than 15. I don'