peregrine23

peregrine23

Joined Member # 2688337
20 Posts 276 Replies 3,608 Reputation

[quote who="Gilmoy" reply="2" id="3486525"] I detest losing any excess production. [/quote] Right now approval only effects growth and influence. I have planets with 0% approval and the tool-tip says I have a 0% production penalty.

8 Replies 26,548 Views

Not sure that I agree about getting rid of specialization, but I do wish they'd give you a construction point when you initially build the starbase. Needing 2 constructors to get a starbase that does anything useful is kind of a bummer.

10 Replies 34,315 Views

Hey, I'm trying to log bugs and other issues as they come up, here are some notes from my first game in the Beta build. GalCiv III Beta Log Drengin Large Spiral All common Other races gifted Team selection a bit confusing, maybe “none” rather than “0.” Durantium hard to see on normal (non-strategic) map. Dots of color around stars in undiscovered space – t

13 Replies 5,386 Views

I would like a notes section on the planet screen where I can type in some info about what I want to build or plans for the future of a particular planet. Especially once your empire gets expansive, it's hard to keep straight which planet was doing what.

1 Replies 1,423 Views

[quote]Fleet Battles The marketing team is struggling in how to describe the fleet combat in GalCiv III. My suggestion has been to describe it in terms of Hearthstone. Your fleet is your desk and your ships are your minions that you crafted. However, where the analogy fails is that the actual "tactics" of fleet battles are handled AI vs. AI. So your skill is about how you design ships and assemble fleets. Looking closely at what your enemies are design

71 Replies 271,158 Views

We’re a few months out from seeing culture and diplomacy at work, but since it sounds like beta 1 is pretty much complete and diplomacy will be a major part of beta 2, now seems like a good time to start talking about it. I’ve been going back to GalCiv II a lot lately and from an RP standpoint culture/economy is my favored play style. From a gameplay perspective though, it feels like it needs some love. I don’t know if the GalCiv III model will be the same as the Gal

7 Replies 4,855 Views

Voice acting can be effective in 4x if it is very limited IMO. The Nimoy stuff in Civ is sort of the perfect example: great voice acting, good quotes, and you only hear any given line once in a game. The problem with doing things like a greeting when you talk to a leader or a battle cry on attack, is that these actions occur repeatedly in a game and often in a short span of time. Even the best voice acting quickly becomes grating when the same line is repeated over and over. While I personall

24 Replies 94,289 Views

[quote who="trims2u" reply="2" id="3483767"] Frankly, 10 years ago, multi-monitor support was a *much* better idea than it is today. The economics of cheap, very large flatscreen monitors vs CRTs has changed the dynamics, such that virtually everyone goes for the largest single monitor they can afford (which is now hovering around 24" for the typical gameplayer). That is, the gaming population tends to upgrade their main monitor size, rather than add a second monitor to their

8 Replies 47,852 Views

[quote who="thetechangel" reply="14" id="3483782"] 1) the ability to support multiple planetary sponsors[/quote] Already in and has been since they were introduced. [quote] 2) the ability to group together[/quote] What do you mean? You want to make a fleet of starports? Why? [quote] 3) the ability to build starport extenders (flightless constructors) that deploy defensive and offensive (starbase) modules, mining ring modules (for planet ind

87 Replies 225,196 Views

[quote who="Z-74" reply="17" id="3483892"] Was there a Dev streaming yesterday? Anyone has a youtube link about it? [/quote] http://www.twitch.tv/stardock/b/553512308

18 Replies 28,207 Views

I disagree about orbiting planets. I do think this would look cool, but it would add a level of complexity that I think would be more of a pain than a bonus. Settling the moon is a cool idea though. Having a special double planet type for planets that have a planet-sized moon seems like it has a lot of possibilities.

18 Replies 28,207 Views

Just want to go on record as someone who absolutely does not mind the zig-zag movement. I barely ever notice it, and when I do it does not bother me enough to detract from my over-all enjoyment of the game. I hope they don't spend development hours on this, as there are so many things that have a much larger impact on the game-play experience.

119 Replies 404,760 Views

[quote who="abiessener" reply="76" id="3481198"] On champ XP sharing -- the problem with having everyone get full XP is that with how limited (easy) XP for heroes is, it becomes the obvious and overbearingly powerful strat to always stack your champs up to maximize the (easy) XP you can farm off of quests/lairs/wildlands. And on a thematic level, LH is more about having heroes lead armies rather than D&D-style bands of adventurers roaming the landscape. [/quote] The prob

93 Replies 335,783 Views

[quote who="abiessener" reply="51" id="3480286"] I ask because I genuinely think that the unrest nerfs end up creating a more balanced game between tall/wide empires, which is a scale that has previously tipped *hard* to the "wide" side. [/quote] I'm not sure that the tall/wide dichotomy makes sense in the context of this game. As I understand it, playing tall means you have a few awesome cities, and wide means you have many smaller/weaker cities. The reason unrest se

93 Replies 335,783 Views

[quote who="Schaefespeare" reply="68" id="3480353"] Of course you change the playing field in mid-development,when you're in alpha stage, especially if you're going in the wrong direction. I mean how much of a game have we really got at the moment ? A little bit of AI, stuck in War-Mode, and I'm sure there must be something else but I can't remember what ! [/quote] At least now I know you're trolling.

119 Replies 404,760 Views