ScrivenerOfLight

ScrivenerOfLight

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

Some more general feedback in game-play as of the 0.31 patch: Suggestions 1) Increase Ship Speed - After a lot more playing the past few weeks, and a game in GCII, the ship movement on the map feels very slow. Perhaps movement speed could be set by a slider in the options menu... 2) Don't Wait for Ship Movement under FOW - It seems that only ships within the viewing pane show movement, so when zoomed in tight, turns breeze by. But when zoomed out, not only do you h

2 Replies 1,766 Views

Well like I said, I was adding quite a few components as well as using several multicomponent exports... so there was a lot going on. That being said, I'm not sure what triggered the issue because it is intermittent and somewhat unpredictable. Does a resource monitor autosave information? Because the few times I've experienced this issue, I've had to manually shut down my computer using the power button due to complete unresponsiveness...

18 Replies 21,817 Views

As tgallo said, when this particular slow-down occurs, the computer is unresponsive (other than the cursor moving intermittently in half-minute intervals)... I can't ctrl+alt+del so I don't know what my resources are like... but I've got a sufficient computer: 4th gen i7-4470 3.4 GHz quad core with Nvidia GeForce GTX 760 +1.5GB) and 12 GB DDR3 RAM... My computer does run hard when this particular problem arises, so it's safe to assume its sucking resources pret

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[quote who="Gaunathor" reply="81" id="3478321"]You could just attack one of their ships (or invade one of their planets) and you'll automatically declare war on them, if you say "yes" to the prompt. No UT required.[/quote] Thanks. I couldn't remember--you just couldn't declare war via the diplomacy screen without UT, right?

110 Replies 250,864 Views

logan0178 & Larsenex, as parrottmath said in this last post and as I've said elsewhere, the timing isn't all that different between GCII and GCIII. In GCII, playing casually as Drengin, I was able to have planetary invasion by turn 16--and I bet it can be researched faster than that. And as parrottmath said, blockading in GCII can be done within the first 10 turns. In GCIII, on the other hand, the Drengin can blockade you in as few as 3 turns, but if they take 5 tu

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[quote who="parrottmath" reply="157" id="3477898"] I know this is not a ship design, but here is a particular fun ship component... it is a piston using only the rotational animations. Now we can have some fun space pistons... Thought I'd show off some of the capabilities of this editor for all to see. Edit: I love the export feature... it makes creating this part for other ships a WHOLE lot easier. I think now that I have this piece I can create a space train [/quote]

1,569 Replies 7,924,113 Views

So here is my latest... took me a while because I kept breaking the game [e digicons]:-"[/e] I used quite a few components. I named it the S-6 Warhawk. It's a medium ship built mid-game, and so it's only moderately equipped. But basically, I wanted a balance of speed, range, and sensors with moderate defense in all three categories and beams/mass drivers. I'

1,569 Replies 7,924,113 Views

So I was building a pretty complex ship with lots of small parts and exported elements... I encountered some weird bugs. The first bug happened several times as I was adding design components. Basically, every once in a while the designer would slow way down, as in it was essentially frozen. The cursor would move once every 20-30 seconds, but I couldn't do anything, neither in the designer nor with my computer in general. I couldn't ctrl+alt+del

18 Replies 21,817 Views

[quote who="parrottmath" reply="72" id="3477448"]This is where I'm confused as to why people are so focused on the star-port as being the problem that needs to be adjusted.[/quote] Exactly! The starports aren't the problem, they are merely a symptom--but that's not to say that the Drengin having weapons from the get-go is a problem. I think the Drengin having weapons right away makes sense. [quote who="logan0178" reply="71" id="3477443"]Your idea would just lead to

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Also, I was curious of how the game handles starport construction when normal placement isn't possible... I might have gotten carried away. I'm not sure if there should be some point at which starport construction can't happen due to blockading vessels, but for now, it doesn't appear there is such a point... <img style="float: left;" src="http://i1078.photobucket.com/albums/w496/scrivener_of_light/GalCivIII/Blockade_zps2512ce81.jpg" alt="Blockade" width="1024"

2 Replies 1,717 Views

A mobile sensor array design... Just goofing around a little with what I perceive is an exploit--equipping a ship with enough sensors to see an entire galaxy. No more fog of war and fun in the ship designer: a win/win! <img style="float: left;" src="http://i1078.photobucket.com/albums/w496/scrivener_of

1,569 Replies 7,924,113 Views

Some more issues/notes. Blueprint issues: 1. When the ship blueprints advance, sometimes sensors and life support are reduced--which is really annoying when you are sending ships across the galaxy and all the sudden the next version of the same ship can't reach as far as the former iteration. 2. When you research the final weapons techs and need Durantium/Elerium for weapons, the automated ship designs become unusable if you don't have those resources. It would

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I realize that ships cannot yet be upgraded, but assuming an upgrade feature will be added, I'd like to see a non-cash option in addition to the payment options available in GCII. I think it would make sense to be able to dock a ship at a starport and have an "upgrade" interface that allows players to convert starport production into upgrading a ship. Implementing this would possibly require the starport to temporarily cease working on anything else, so a ship being built wou

6 Replies 7,729 Views

perigrine, I'm not so sure about point 2--I think it has some lore issues and tech implications that make it kind of... difficult for me to accept. But I don't see a huge problem with it as a gameplay mechanism. I have similar reservations about point 1, but I think it is a bit more feasible--but not because it can't be destroyed--just that it can't by earlier weapons. I think this is similar to something DARCA has mentioned, i.e. that defense on sta

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[quote who="treborblue" reply="63" id="3477104"]The difference is in GCII if you rushed over with a small fleet to knock out the planet defender, you could still build military ships to counter the attack. You still had many turns until invasion techs were researched.[/quote] Just for grins I played a couple quick game starts on GCII--playing casually as the Drengin, planetary invasion took about 16 turns to get. I never really pursued quick conquest victories, so I imagi

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[quote who="androshalforc" reply="10" id="3476999"] the question i have is what does production refer to in the bonus tile cataract which reads Cataract +2 level to production or +2 level to influence improvements. since im assuming population = production this implies it gives a +2 level to any population, research, manufacturing, economy or influence bonus built on that tile [/quote] Presently, it gives a bonus to either manufacturing or influence--so I

14 Replies 62,860 Views

Thanks for the clarification parrottmath, and I again agree. I don't see much of a difference other than if the Drengin are immediately next to another player, they could theoretically win the game within the first 4 or 5 moves before the other player has a chance to research military and build a defensive ship. In my opinion, that is the only window of time in which starports are too vulnerable--because no strategy can make success possible. After that point, any player can have defenses

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[quote who="parrottmath" reply="50" id="3477037"] Soooo... how is this different when there is no space star port and the building of ships is on the planet instead?[/quote] Not sure I know what you mean here parrottmath. Do you mean you see no real difference in how military functions between now and GCII?

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[quote who="DARCA1213" reply="51" id="3477042"] Quoting parrottmath, reply 48 Why should the star port have weapons? yes, why does it? and why doesn't it? really though, I don't care if it has weapons or not, as long as its defenses so its not a egg shell in space...a really valuable egg shell.[/quote] Defense doesn't work that way. It would have to have weapons, because with only defenses, no matter how great, it would st

110 Replies 250,864 Views