Just fyi I have no idea what you are talking about in most of your ideology post. 1) Pretty sure ideology bonuses are already civ-wide 3)I have no idea what you are talking about in #3, I don't see anything in any ideolgy tree that says anything about minor civs 4)pretty sure they took morale out of GalCiv III 5)What do you mean by "Benevolent 4?" 6)I see "Cultural Outreach" in the benevolence tree, but no "trust" anywhere 9)Here I just disa
peregrine23
[quote who="satoru1" reply="18" id="3457132"] Quoting Wintersong, reply 16 The problem I see there is that there's what i see as a fundamental design flaw currently The only way to bootstrap Ideology is entirely 'random' [/quote] Initially yes, but once you hit the first tier you can pursue ideology through the buildings they unlock which grant flat and/or per turn ideology points.
Just made a post about the wheel before I saw this. The ability to lock one of the aspects is really important imo. I voted for the wheel in the poll, but what I really want is both, so I can use the sliders to move the dot around the wheel and vice versa.
The economy disc needs the ability to lock one aspect in place. This is the big disadvantage of this visualization over the 3 sliders. If I want to set my planet to be making a certain number of credits, I should be able to lock that in, then play with differing levels of research and manufacturing.
This was a feature that was added into expansions of GalCiv II if I remember correctly. There were certain techs and racial abilities that made certain planets habitable. I think that keeping the number of habitable planets low is important to the feel of the game, but advanced techs that make a few more planets habitable would be cool.
After playing some more, I'll expand a little. Using the sidebar instead of the bottom-right botton worked well in the early game, but once I had more than a half-dozen or so planets, this became cumbersome. I think a filter on the sidebar that makes it show only those planets/ships/etc. that need action would do the trick nicely without drastic changes to the ui. I still think there needs to be a way to end your turn while planets or units are idle. <
I just played through my first game of GalCiv III Alpha. Despite the "This will not be fun" warning at the beginning, I found it very enjoyable. Obviously pared down and simplified, but it ran smoothly and there were no obvious game-breaking bugs. So here are my thoughts on what could be improved. Again, this is after my first game and there are no tutorials or tips in the game yet, so I apologize if I list something that is in the game, but I couldn't find it: 1) I
If barbarians are included, I would ask that players have the option to toggle them off. One of the things I like about GalCiv is the early feeling of being alone and having a chance to start my civ any way I like before being forced into military conflict. Also, I don't think the mindless aggression of Civ-style barbarians works as well in the GalCiv universe. If there are space pirates I want to be able to negotiate with or hire them as well as kill them.
There are certainly advantages to moving one-space at a time, and when you are exploring a new area, or suspect enemies to be about I think most people will do this (or at least only 2 or 3 at a time), but most of the time the inconvenience of this style of movement outweighs the benefits. It really slows down the game, especially because you can't move with the keyboard due to the hex-map.
It would be great if we could choose the location of our initial settlement. It is more important than in previous GalCiv games because of the adjacency bonuses. This games makes you think more strategically about where you set up your buildings, and it is a bummer when your initial building is placed in a sub-optimal location.
[quote who="Austinvn" reply="27" id="3380420"] Defenders.. I'm not sure what to do with them, they have tons of survivability but in practice it seems hard to get anything to actually attack my defender; so I guess it's good that they have this odd assortment of group support abilities, but none of them are all that good (the 'buff ally until their next action' clause really cripples several of the abilities; the ally you're buffing will often have an action right aft
Make a Jug with doom maul and replace the 30 hp with the +4 initiative +1 move trait. Add 8 Sions on wargs with initiative boosters. Make all the Sions commanders with the command ability. Your Juggernaut will do insane damage and move 9 times before your opponent's first turn.
One of the things mentioned when talking about separating hit/dodge from damage/defense is that they could make different kinds of creatures, some that were hard to hit and some that were hard to damage. This sounded great until I got in game and went against a high-defense creature: I had like 20 blocks in a row while the ogre tore my army to shreds. So in fact creatures that are hard to damage are ALSO hard to hit, meaning there is really no differentiation and battles against high defense
Combat is now super unintuitive, the numbers appearing above creature's heads (especially from spells and abilities like crushing blow) do not correspond to damage taken, nor often to the spell descriptions.
I disagree with a couple of points here: First - Intelligence affects a number of spells, and any champ I'm going to use as a caster gets a ton more points poured into it than minimum to meet requirements. Second - uncapped total mana puts more emphasis on the decision whether or not to cast spells with mana maint. If mana were capped, as you approach the cap, you have no motivation not to cast a bunch of spells and the downside of mana main is reduced or even e
Have this same bug Massive tactical battle slowdown is the only bug I've encountered that makes the game unplayable
Thanks wnmnkh, that was very helpful
[quote who="GW Swicord" reply="192" id="2826814"]Given Stardock's openness to significant change, I'm definitely hoping to see them back off the Boolean essence decision. The arguments above about leaving just one stat for magic-focused sovereigns should be fully persuasive in their own right. Plus, the original essence mechanics with a stat that you could both build up for personal (tactical) strength and spend strategically was the most interesting thing about the early designs, for me anyw
[quote who="Derek Paxton" reply="165" id="2826365"] Sorry all. The beta build isn't passing QA. Even though it is just a beta, and issues are to be expected, it isn't good enough for release. We are pushing the release until tomorrow to give the developers some time to investigate. I apologize to those who have been patiently waiting, we have more work to do on our end first. [/quote] Thanks for keepin
Any ETA on 1.1 or do I have to keep hitting refresh on Impulse every 10 min?
[quote who="AM_Shark" reply="127" id="2826149"]"Greater Alchemy- settlement gets +3 gildar" I'm assuming this is a typo and should say "+1 Arcane" since all the others +'s in that new beginning book are +1[/quote] pretty sure this is a higher level spell and thus bigger bonus
[quote who="Mtn_Man" reply="136" id="2826184"] Quoting econundrum1, reply 134But like gold it accumulates over turns... That's usually not how the mana mechanic functions, at least I can't think of any game that handles it that way. [/quote] Maybe not, bit that's how it works in this game.
I honestly don't understand the lack of essence angst. First, this should come as no surprise. It is exactly how Frogboy has been describing the 1.1 system for over a month Second, people claim that it won't matter who is casting the spell, but that simply isn't true: that's what Intelligence is for. It modifies what spells can be cast and how powerful they are. I don't get why people are complaining because Stardock didn't come up with exactly the system the
[quote quoting="post"] Today we’re talking about different ways we can streamline the creation of resources. A long time ago, we wanted to put in a system where I could mine ore which could be turned into ingots and so on. Basically, one resource being turned into another resource. [/quote] Could we get a clarification on what you mean by "streamline" the creation of resources? It seems that the resource system as it stands now is very streamlined. What d
Istari, I think you are trying to make a system that seems simple and elegant much more complicated than it needs to be. Your kingdom generates mana, you and those heroes you imbue can draw on that mana reserve to cast spells depending on their INT/WIS. If it's the lore that's troubling you, remember that they have said that under the new system the concept is that only the sovereign can cast spells, but can imbue other heroes to act as conduits for his/her spell casting. When