[quote who="pshaw" reply="14" id="3620163"] When you say slow to use, do you mean that they are slow to hire them or does the AI not use them very well? [/quote] In my current game with around 80 AI all set to Genius, however, the AI only purchased a total of 3 Mercenaries. I purchased all the rest. Even with this 2 of the 3 that were purchased by the AI were by the same faction (using the Torian tech tree) and the other was the Torian's themselves. &nb
Seilore
[quote who="Ericridge" reply="17" id="3620031"] If a mercenary upgrades then you will need to increase your payments to a specific mercenary to correctly reflect the increased value of his services. [/quote] I agree but, I feel this would be a great option :)
Updated a few more and submitted additional screen shots and clarification to my open ticket on this forum post.
While playing 1.6 Mercenaries the Ysengaurd ship should provide an additional +100 credits per anomaly surveyed. While most of the time this happens I've notice on some instances it does not. To this point I haven't been able to narrow down a reason of when it doesn't apply why it doesn't apply but, the most recent one just provided 100 credit by itself with no extra bonus's applied an no other credits applied. Next time it happens I'll post a scree
Let me add to my original thoughts now that I've ventured more into the game. Mercenaries They seem to be early to middle game extra's. While there are some great things here, one can obtain all of them relatively quickly into the game. Once a player has all of them or the game has distributed them to all of the player then what? I'm at turn 166 and I have two 3rds of them all purchased. Have a way to continue to
[quote who="Larsenex" reply="9" id="3619983"] This seems to be a Elite founders thread and I am going to chip in as well. I am clearly on the 'Stardock Fanboi' side of things. I love GCII and I currently LOVE GCIII. [/quote] Agreed... [quote who="Larsenex" reply="9" id="3619983"] However I am going to align with XwerewolfX on this one. While I value having both the Arceans and the Torians back, the Mercenaries feel like a feature that could have be
[quote who="Omega777" reply="6" id="3619976"] You may be right Sellore - however I would be comparing it to GC2 - like XwerewolfX - I have played over 500 hours of that and am still playing and enjoying it in version 2.20 [/quote] I have well over 1000 hours on GC2 and while I feel that GC2 was more sound as a game, Stardock has had a decade plus to fine tune that game. I go back to GC2 now after playing GC3 and I get distracted looking for the newer options in GC3. &n
[quote who="Omega777" reply="4" id="3619970"] I bought the game November 14, 2014. I've also bought 2 expansions. Despite this I have never loaded up the game because what I read from people I respect such as XwerewolfX and Icemania, I will not enjoy the game in it's present form. Like werewolf I have great respect for Stardock and buy almost everything you put out. For this game however I am glad I am not a founder and I now have 3 expansion p
[quote who="Gauntlet03" reply="2" id="3619966"] A ) StarDock is a small company, so committed to "doing what they want" that they sold off a larger profit generating platform, a competitor to Steam, now called "Origin" that EA uses. That is some serious commitment. They wanted to do something new, and Mercenaries is a new feature. Its not always about what "we" want. [/quote] Incorrect they sold it to GameStop, and was the GameStop app prior to them discontinuing the use of
updated with highlights of noticed issues in 1.6.
In the most recent build of the beta 1.6 the Mercenary ship The Trireme states in description... "The Constructor Ship of the influential mercenary Yshua of Antzrzea." "Instant 100 Influence points when constructed." "100% Influence per turn thereafter." However if you look at the special trait of this ship and it is a "Trade Ship". It appears that this ship is just the incorrect ship type for what i
Edit: This appears to be an issues with resuming a saved game from the first 1.6 beta and resuming it in the most current 1.6 beta as I just resumed a single player game from the first 1.6 beta and it's doing the same thing the multiplayer game was doing. However, starting a new game doesn't reflect that issue.
[quote]The main feature requests focus on a proper invasion system [/quote] This right here is the only thing I take out of this post that was promised pre-release to be included in a post release patch. With that is the only thing that I've been really disappointed with not being put in place yet other than numerous bug fixes. Other than that I respect your feelings and I hope Stardock continues to improve on their game as time goes on :)
First off not sure on all changes made before the weekend with the 1.6 beta, however, one thing I just noticed playing multiplayer is the Bazaar all Mercs had no cost (credits) only required resources. When I purchased 1, they all increased to 100 credits, plus resources.
[quote who="MacsenLP" reply="20" id="3619801"] It's not about taking something away from people it's about having a system that works that people find enjoyable to play and although you and others may like the status quo and like certain aspects of the existing system a lot of people don't. If you read my post I mentioned the entire bartering system not just tech trading, you can't turn off the entire thing. The opening post is about excessive exploitatio
[quote who="MacsenLP" reply="13" id="3619781"] Completely agree with OP on tech trading. It's time consuming, creates tons of micromanagement and it ultimately becomes mind numbingly boring and on top of that the AI simply can't cope with it. [/quote] [quote who="Ashbery76" reply="16" id="3619791"] 4x A.I's cannot get a strategic mind like a human so it just becomes something that allows the player to manipulate the game heavily in his favour this
I vote a big NO!! one already has the issue to disable tech trading and brokering if you wish. If you don't want it than disable it.
I think a lot of beginning FAQ's could be answered by having a very detailed tutorial options when starting the game such as follows... Now from a developer standpoint this can become a very time consuming process but, may help players get those answers that they feel are too basic to ask but, can't figure out and get frustrated and leave the game. Put in a tutorial menu into the game. (this would be diffe
[quote who="SirCabbage" reply="4" id="3619638"] One thing I noticed about galciv 3 is that there really doesn't seem like too many "evil" races. [/quote] Currently there are 11 (with DLC/expansion) provided factions to Galactic Civilizations III. The Drengin, Snathi, Yor are "evil" factions. That is just shy of 1/3 seems very balanced to me? You have several "good" factions and several "neutral" factions. These are also known as Malevolent,
[quote who="SirCabbage" reply="7" id="3619464"] I also found that the merc called "The Final Breath" which is meant to terraform a dead world to lvl 16 currently does not seem to work. [/quote] I just purchased this Mercenary ship as well. There is no way to activate this ship, one is unable to lock into orbit on a dead planet and no way to really activate it or lock on to a dead world either. Hopefully this remains though and works as I love the idea.
Added... Trade Resources Issues. Any trade resource the AI sees as 1 item. (very common) [exploit] Because these are stacked such as Helios Ore, this can be a huge exploit trading one item for 10 Helios ore isn't fair. [very common) [exploit]
Additional thoughts. Free Trade Agreement has been morphed. This is now allowing trade for up to 5 trade resources, which is way over powered, especially being that I'm essentially getting all these trade resources for free and they stack. I thought before you could get too many for them at 2. Either that or trade resources are now given like table scraps.
[quote who="Island Dog" reply="1" id="3619413"] It's always helpful if you can also submit a support ticket and link to this thread. [e digicons]:)[/e] https://esupport.stardock.com/index.php?/Tickets/Submit [/quote] created
Appears this should be working now, working for me. :)
[quote who="Frogboy" reply="113" id="3619273"] Remember that this shouldn't be discussed yet generally since only Founders and reviewers have access to this. [/quote] I hope it was okay that I posted mine in the founders portion of the forum, assuming only founders have access to read this?