Galciv 3 over all is better: 1) Ship Designer is much better in 3 than in two except it needs better ways to organize ships and ship hulls like maybe an option to organize by class etc. Also would be cool to be able to copy a design in the designer and PLEASE add a way to delete hulls in the designer. 2) The Battle Movie is better as well as having the ship class system. 3) Bigger maps - Still waiting the Immense map to be activated in Multiplay
Bellack
[quote who="KD7BCH" reply="2" id="3562289"] Would be nice to see but Gal Civ far outdoes any of the Master of Orion 2 or 3. The only thing Master of Orion has going for it is it is about as close to balanced in terms of how you spend your time between turns and how long you need your turns to be to be entertaining as you can get. [/quote] And it had tactical combat which I really wish GalCiv 3 would of had. If it is as good as MOO2 but updated to moder
[quote who="joeball123" reply="4" id="3561672"] Also be aware that the greater the fraction of planetary production you sacrifice to get the project bonus, the smaller the base value that the project bonus acts upon becomes. Getting a 10% bonus to colony income when 99% of the colony's production goes to wealth is significantly better than getting a 20% income bonus when only 70% of the colony's production goes to wealth. High income bonuses on the planet additionally greatly deg
[quote who="dansiegel30" reply="2" id="3560450"] Can it be any planet? Can you therefore use colony ships as population "transports"? I've lost a lot of sweet planets, waiting to gain enough pop for a full load. Perhaps just send one for now, but always have a "transport colony" ship sending out pop later? [/quote] Yes both military Transport and colony ships can be use to transport populations between your planets. I do it all the time.&
Well how about a Colony Logistic stat. When you start based on map size you will have a base number which can improve with Tech and special building or even better special Space Station modules. For example you could have a base Colony Logistic stat of 50 on a Gigantic. And each planets rating subtracts from this (example. 16 (paradise) would Colony Logistic stat of 16 on so on) Once your at the your max then any colonies above that could add penalties such
[quote who="Seilore" reply="45" id="3560270"] Quoting Frogboy, reply 42 They created a bunch of crippled custom races to play against and play as a OP'd custom race. Then they'd use some diplomacy exploit that was incredibly tedious to use (i.e. where they figured out they could get a trade of 1 to 1.001 and repeat infinitely)
Yea this power rating defiantly needs work.
[quote who="Seilore" reply="24" id="3560160"] Actually I consider a 50 faction game a little silly. The game was designed to allow the very best systems to handle 100 factions but imo it was never intended for anyone to actually play such a ridiculous game on a regular basis. [/quote] I believe it was. Even Frogboy said as much. And I'll tell you I only play with max fractions because those games are a blast on Immense. in fact I can't play with
[quote who="Frogboy" reply="17" id="3560040"] Only 0.7% of games are completed at the highest difficulty level, most of which are defeats for the player. Someone saying the AI is stupid or easy on a forum requires no effort. The stats, however are the stats. [/quote] Oh I beat the GODLIKE AI by just staring at the game with my Clint Eastwood glare. I don't even have to touch the keyboard or mouse because I'm that bad ass. :)
[quote who="Frogboy" reply="12" id="3560030"] What's your Metaverse URL? I'd love to see some evidence. [e digicons]:)[/e] [/quote] How do you get a Metaverse URL?
You forgot to add that when you select the “Request Constructor” button that it will only use the base constructor for your race and not use any others. So if you obsolete the base constructor then the button will no longer work even though you may have another constructor design.
Hey that looks like my UP screen on my average game. I love a lot of races. Now if only I could get them to use their unique ships times like Federation using Federation ships, Klingon with Klingon ships, Cylons with Cylons ships etc.
How my threads are you going to start with the same topic. Yes we know you think your a God among gamers and your a day trader. Yes we know you say you are more Godlike than the Godlike setting you play the game on. Blah blah blah.. Oh wait you have yet another thread with the same complaint. Can't you just keep it on one thread?
I just want you all to know that I'm am such a good player that I instantly win the game by the second turn....YES I"M A GOD!!!!! Just kidding :)
[quote who="Chibiabos" reply="10" id="3559548"] A lot of the games I bought on Impulse now activate on Steam when I try to download and install them again. The Gamestop App is more or less dead, as you can't buy any new games on it. [/quote] All the games I got on Impulse I put on Steam. I just prefer Steam over the others.
[quote who="marigoldran" reply="3" id="3559391"] Colonizing 15 planets on one of the larger maps is easy as heck. You can easily get 6 new colonies and a shipyard on each one by turn 9. The difficulty is that you need planetary invasion tech to actually invade planets. Sort of makes sense, but I thought that as long as you had the troop transport ships then that's all you need. [/quote] What cheat mode
I usually play with 56 races (this is currently all the races I have in the game but will add more) plus maxed out minor races on a Immense map (I don't play on map sizes smaller than Immense unless I'm playing MP and that is only because that is the largest size we are currently allowed to play is Huge. It is really too small) and it plays great. At least until the 500 to 800 turns when the game seems to crap out but it does this no matter how many opponents are in th
[quote who="psychoak" reply="17" id="3559166"] There are games with an entire mod development kit built into the game itself, a mod is a mod whether the tools to build it are built into the gui or not. Accept reality, or live in your delusions of slight, the choice is yours. [/quote] If you create a race with the in game race creator as it stands now it is not a mod. No more than if I adjust my planets to be abundant on the map options before start
You guys are doing a great job with GC3 and yes there is still work that needs to be done on it but you guys are getting there and I do believe that this game will grow into one of the best Space Turn-based 4X games to date. Keep up the good work.
How can we add our own Assult fighter and Drones to the modules? Would love to see my Vipers coming out of my Galactica carrier.
Yes we do need space monsters and advance races popping in on the scene. They had this in GC2 and it was great but like in GC2 it could happen at any time in the game. Which I liked.
We encountered this yesterday as well but it worked on Friday. Once we got out of the Opt-in patch they started working again.
I personally like my MP random just like my SP. If I get stuck with few/ no inhabited worlds by me then I will just have to make do, adjust my strategy accordingly. This is what makes a game fun.
[quote who="econundrum1" reply="2" id="3557694"] You'll also find you get a whole lot of colonisation events that make no sense for synthetic life. I'm avoiding them until some of this is fixed. [/quote] Some of my favorite custom races are synthetic/robotic (Cylons, Borg.) So I just over look these little things.
[quote who="JTS80" reply="2" id="3558476"] Very good suggestions. The "no other starbases within x hexes" rule was introduced to avoid "starbase spamming", i.e. one Starbase gives you 10% production bonus, but if you plaster all the area around your planet with starbases, you get 200-500% bonus. This would be a tactic advanced players would tend to use, and to avoid it, the "one starbase" rule applies. [/quote] Ok then that is understandable and sin