ScrivenerOfLight

ScrivenerOfLight

Joined Last seen Member # 2685508
7 Posts 159 Replies 15,609 Reputation

I think that would certainly be one option, Ed, though my primary consideration was making a sleek hull and a variety of interchangeable cargo sections. In terms of function, I was thinking something like a space version of the modern tractor trailer. In other words, instead of a ship with permanently affixed cargo sections that would be filled and emptied, you'd simply leave the entire container at the dock and pick up another. I think I'll make a couple more versions&nb

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A couple more issues I've noticed: 1) Ship upgrades don't seem to cost anything despite a listed cost. 2) When terraforming, hexes can be generated off the edge of the map.

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Ed, I like the little arrowhead motif you've got going on ;) Here is my latest--a cargo hull that is presently being used as a sensor array. Top: Side: <img style="float: left;" src="http://i1078.photobucket.com/albums/w496/scrivener_of_light/GalCivIII/Side_zps9123ce8b.jpg" alt="Side" width=

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So I finally had time to get into the beta and make a ship I like. Pretty much on cloud nine [e digicons]\o/[/e] I too enjoyed experimenting with the color/texture flip. This is a cruiser-class frigate (medium) intended for balanced weapons/defense as well as speed. Top (front facing down) <

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First, I want to say that this is shaping up to be an amazing game. I absolutely love all of what has transpired between the last alpha patch and the beta, and I am thoroughly impressed. That being said, the Beta has generated a lot more crashes than any of my alpha play-throughs. In fact, I'm unable to finish my game on medium due to crashing. Anyhow, here is my feedback thus far: [crash] Shipyard Management - On a medium spiral galaxy with three

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[quote who="DARCA1213" reply="79" id="3481716"] I believed they play a normal game like most people and have a balanced empire. So to have the ages is a bit redundant. [/quote] I would suggest that having ages isn't primarily to help players maintain a balanced empire (though I think ages promote good strategy and are user- and newbie-friendly). In any case, what I think having ages does is helps keep the game balanced across the board. Due to the

92 Replies 167,639 Views

[quote who="parrottmath" reply="71" id="3481521"] It would be neat if the ship models get updated to a newer look, or some other visual effect occurs. The advanced tech age might be a good trigger for random events as well. As with the requirements it has currently, the game can assume that the player has ships with guns on them. [/quote] I think random events tied to tech ages would be a nice touch. Good idea.

92 Replies 167,639 Views

I think I may be in the minority... I read most of the comments in this thread (I admit I skimmed in a few places), and I think there are a lot of interesting thoughts and valid arguments. My following thoughts synthesize several of these ideas, but it would be a nightmare to try to quote each of you whose thoughts may be in some way presented below. So if you think, "I already said that," or "That was my idea," that's fine--I'm in no way claiming these thoughts are e

92 Replies 167,639 Views

Rand, what component did you use for the nacelles on the Rebel? It looks like it doesn't have subsurface textures... was it just really small and you enlarged it a bunch so the subsurface is just really stretched? If so, that is probably the most extreme example of that stretching I've seen--I'm looking forward to the subsurface remaining a fixed size when components are scaled... Anyhow, looking great! I also really like your sovereign class ship--pretty slick!<

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[quote who="McNipsy" reply="207" id="3481019"] I wish I were creative [e digicons]:([/e] [/quote] [quote who="Rand Johnson" reply="208" id="3481031"] All you need to do is imagine a star ship and how you want it to look then start building it. Experiment with different ship parts, using the ship designer to make your own unique custom ships is like playing rock, paper and scissors. It's really hit and miss with ship parts, use what looks best to get the re

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[quote who="FroBodine" reply="190" id="3480041"]Can ships only be painted blue and grey? Are they going to add the ability to paint your ships whatever colors you want? [/quote] As far as I know (and somebody please correct me if I'm wrong), the plan is to allow custom colors, different levels of specularity (matte/gloss), and many other aesthetic options. Those features are just not in yet--but they are much anticipated ;)

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[quote who="charon2112" reply="98" id="3479744"]Also, strong defense for them is good, but there has to be some offense as well, otherwise the attacking ship will just keep attacking until the SB is destroyed, no matter what the defense rating is (assuming it works like GC2).[/quote] Correct. That is why I have reservations about inherent starport defense. Also, starports are mobile (1 move per turn) and this is, IMO, a great aspect of the space-based starports because you can

110 Replies 250,847 Views

I think this was factored into GCII's trading via diplomacy tech (better deals based on how much higher your diplo was over theirs--somebody correct me if I'm wrong). And by having a big military, other civs would often just give you money to buy friendship. I expect this is in the works on some level, but if not, I agree that the things you mentioned should affect our ability to negotiate (either for better or worse).

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I think there is a lot of merit to this idea. I like the strategic implications of making some planets baby-factories (especially those that are otherwise basically useless-smaller planets with a couple population bonus tiles). Set up a large growth rate and ship people off to planets with higher population caps and more room for production. I realize this is presently possible, but I like the idea of it being automated somehow.

6 Replies 13,515 Views

I played with this feature too in my last game. I like that it is an option, and found myself playing most of the time with hexes only in civ boundaries, and occasionally with them everywhere. I think I'd only have them completely off for screenshots... I hope this remains an option.

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Thanks Lucky Jack, I kind of figured that would be the case. My OP was mainly in light of the speculation/lack of input from the devs on the issue. I'm glad Adam and Paul addressed it in the last stream.

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Not obsessed DARCA, just curious. And I do think if not addressed, multiplayer (especially) could become no fun. And I had a long day yesterday, so I enjoyed just goofing off. ;)

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[quote who="perigrine23" reply="1" id="3478943"] Shouldn't this be the case when you start next to the Drengin? To me, what you've shown is that if you start on the smallest map crowded with civs and choose the civ designed to have an early military advantage, you have about a 50/50 chance of being able to dominate 1 other civ early. [/quote] First, let me say I agree that starting next to the Drengin should strike some fear in players--and they should strategi

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I hope to be around for the live stream, but if not . . . [quote who="parrottmath" reply="1" id="3478846"]The idea of Drengin starting with weapons leads to an interesting balancing issue. If they start with weapons and others do not, any game with the Drengin leads to an early game slaughter on a tiny map (or close proximity). What kinds of balance plans are going to be implemented?[/quote] I also think this is an important balance issue (I just posted some info on why</e

10 Replies 16,912 Views

On other threads we've been discussing starport vulnerability, which I think is really a byproduct of the proximity of civs at the start of the game. As of Alpha 0.31, I did some quick game starts as Drengin to see how often I started within attack range of other civs. So I ran through 25 game starts on tiny with 3 enemy civs. Of the 25 games, 5 were on random maps (before I realized it was on random) and then 5 were on each of the four galaxy types. In 12 out

12 Replies 7,736 Views