[quote]maybe the govern could tell the ship to launch with so many people???.[/quote] I am confused by your OP in that governors don't launch ships, you have to do it manually. When you do you get a dialogue box labelled "Load Ship" which does exactly what you are talking about. It has a slider where you can load your ship with anywhere to .5 bil your colony ship's max capacity. [quote]Also maybe the govern could target the next available Planet? [/quote]</p
peregrine23
[quote who="NaytchSG" reply="20" id="3469136"]Quenching Rain vs Fire School Blast Furnace vs. Water School[/quote] These 2 already exist as Protection from Cold and Protection from Fire. I don't think the others are necessary because there is very little earth damage in the game and lightning avoiding the common resistances available against fire and cold is a major characteristic of that form of damage.
[quote who="Hellions" reply="52" id="3468359"] The problem is easy to pinpoint. Sventho is one of the 6 champions included in the ChampionBonanzaDLC02.xml file which will only work properly if you have the Quest Pack DLC installed (see the instructions). The missing "ninja animation pack" that comes with the DLC is what's causing the issue in this case.[/quote] Thanks, I guess that's what I get for skimming the instructions and not reading something labeled "IM
I love some of those proposed spells, especially mirror image and brainwash. Am I understanding correctly that mindblast would be single target and to 1 damage to a group of 1 and 36 to a group of 6? This seems a bit weak unless it is cheap, and I'm not sure that it is something that really feels like it is missing from the current group of spells. The anti-multiple champion spells also seem like they would rarely if every be used. Here are some spells I would be i
I think this type of rubber-banding sounds really interesting, especially if the AI difficulty is determined primarily by how the AI plays rather than by cheats and bonuses. That being said, When you hit that tipping-point where you know you are going to win, it may be tough to raise the difficulty enough without it feeling really unfair to the player.
Thanks for the update, it's great to be kept in the loop as plans change.
[quote who="DARCA1213" reply="9" id="3460095"]I typically write like I am doing now, half in the shower[/quote] [quote who="DARCA1213" reply="11" id="3460100"]My doctor visits are worthy to put on YouTube[/quote] DARCA don't change a thing, these forums would be much duller without you. To the OP: They have made a commitment to increasing the ease of modding. That being said, your premise is flawed, The base game is what will determine the success of this game. Mod
Yeah, I'd be all over that. Man 3 games (counting LH) in 3 years? Your games division is really stepping it up. [quote who="Heavenfall" reply="36" id="3468350"] Yeah, I'm in. Although seeing how you're pouring out DLC for LH, I'd rather have a more expensive option that includes future DLC. [/quote] I also love the all in aspect of the GalCiv3 founders program and would be interested in giving you more upfront for Elemental 2015 (hope that's just a wor
Bug Report: AI has the champion Sventho, and he stops combat. When it is his turn to act he takes no action. Combat can be auto-resolved. The game isn't frozen, the AI just won't take action with him.
This may go beyond the scope of what qualifies as DLC and into the realm of expansion, but in looking at ways to tweak the game, an expanded magic system would be great. More and more interesting spells, spell combos, and another magic-using hero-class or two would be great. I personally would love to see the current mage class split into evoker and summoner and then another support or close-range type mage added.
My favorite thing about being a GalCiv III founder is feeling like I get to see the process of development and have some small input in direction. GalCiv II is one of my favorite games of all time, and so far III just seems to be a better version of it, which makes me super happy. There are very few developers that do a better job of communicating with their community (RIOT is the only other one I've seen that even comes close) and that really helps to forge a solid, devoted fan-base.
[quote]I wish there was some possibility to spend unused production from the beginning.[/quote] There is no reason for wasted production. You have economic stimulus, research project, cultural festival, and birthing subsidies without any research. You can also hit the "govern planet" button an move your the wheel so you are not putting out any production. Finally, you can always build ships.
It's a game, not a model. The point is to be fun, not accurate.
/sadface, was looking forward to watching today, thanks for all you guys do. Can't wait to get my hands on that designer.
I loved the GalCiv II ship editor, but there was always one minor annoyance: Because the components leveled up incrementally, each time I developed a new level of weapon, engine, miniaturization, etc. I would need to go in and see if I could slightly upgrade my ships. This would result in a lot of very small variations on ship designs and a lot of clutter in the building window. Do you have any ideas to help make fewer iterations of ships make more sense? One idea: Players can
[quote who="joeball123" reply="23" id="3461003"]That's more akin to what Russia is doing in Ukraine than to a reasonable political stance.[/quote] I love the idea that those unmarked soldiers and tanks that invading Ukraine are just Russia's Influence starbases. But you bring up a really good point, which is that the borders of this game aren't political borders in the same sense as most 4x games. They grand you no rights to the territory. Others can
[quote who="parrottmath" reply="12" id="3459630"] What is the point of having the supply line, if you can go outside of it. I found when I set my ships to explore randomly, I got a ship 4-6 hexes away from their supply line. That is a huge difference. I don't mind they leave the supply range, but they should end in the supply range when finished with the turn, otherwise it should be a failed path. I would say this is NOT working as intended, but a very low priority issue.[/quote
Don't see any downside to this. Although if they don't, you could always bind space to guard or sleep couldn't you? /signed
[quote who="DARCA1213" reply="62" id="3460681"]Thanks perigrine23 for the constructive suggestion and ideas![/quote] You are very welcome
Transports can be as fast as you want them to be. If you use the cargo hulls, there is plenty of room for troop modules and engines. Then put them in a fleet and the fleet will protect them. I'm sure there would be room on a transport for a carrier mod or other weapons, but because transports are consumed when they invade, it's usually not a wise use of you resources. With the roles that have been talked about for fleets, I'm guessing that any ships you set to the support role wil
[quote who="DARCA1213" reply="58" id="3460284"] We have carriers and shipyards* all shortening the distance to enemy territory. I imagine this all to be useless unless the transports can be in carriers too. If they aren't then there will be lag between fleets and transports still. (that's bad.) [/quote] As I understand it, only constructors will be able to be built on planet, meaning transports will also be build on the shipyards so there shouldn't be lag betwee
I like the way you're thinking, though I think I disagree on many of the specifics. 1) Seems like a lot of what you (and many others) have suggested for dead planets are either covered by asteroids or starbases. I personally like the useless planets. For me it helps the feel of the game because it makes the habitable planets seem that much more special when you find them. That being said, I think that some dead planets will be incorporated into the strategic resource system they w
[quote who="DarkLunaPhantom" reply="4" id="3459422"] Why is the limit for human players so low?[/quote] Not speaking out of any knowledge, but I'm guessing the limit is there because waiting for more than 3 other players to take their turns makes the game too slow. Even with three, you could easily be talking 30min or more between turns. Maybe a warning rather than a hard cap would be a better approach though, so those that are willing to deal with that kind of pacing can.</
[quote]I would like to repair ships faster, preferably having a "repair" button that can fix individual ships or fleets for a price. After a few battles ships lose effectiveness and waiting for them to heal is the only option. EvilMaxWar had suggested that it should only be available in orbit of a planet or a space station/shipyard. I believe so too.[/quote] This might be a useful function of military starbases as well.
[quote who="Illauna" reply="6" id="3459490"]I don't expect 30 races from the outset of the game, but 8 would be a nice happy number. [/quote] Wish Granted, there will be 8 at release (and hopefully during beta) [quote who="Illauna" reply="6" id="3459490"]We need to be able to reorder the Manufacturing Queue. I might have already mentioned this.[/quote] Allready in the game just click and drag. [quote who="Illauna" reply="6" id="3459490"]Right