dmjung

dmjung

Joined Last seen Member # 2961292
0 Posts 3 Replies 673 Reputation

Not sure this is a bug, but not sure should be happening. My survey ship hit a wormhole (or black hole, forgot what they're called) and ended up in an unexplored area outside its range. The ship plotted a path to a nearby artifact, picked it up and then plotted to an artifact back in the middle of my explored territory. I suppose the first artifact could have been along the path home, but... Seems like if a ship, even survey ships, finding them outside their ran

6 Replies 5,151 Views

I was attacking a very large stack of Drengi ships with several fleets. (Probably another bug since the AI did not form any fleets--seems like there was 30-ish or more ships in the stack.) After a couple of battles the Drengi ships disappeared from the hex. The ships were still there and I could click on the hex to see them in the info display. I could also attack the "empty" hex and have battles. Once in a while a ship marker would appear in the hex. The large stack mo

2 Replies 3,559 Views

Has anyone else seen a single Transport invasion not get used up for the invasion? It seemed like invasions were going along nicely and then all of sudden I started getting successful invasions with the transport adjacent to the planet. Don't know if this is a bug or something new. I would actually prefer the transport never disappear after a successful invasion if there was a way to tell how many troops were on the transport. After an invasion, the

0 Replies 892 Views

Is GC3 limited to a single monitor? I assume so, but thought I'd ask. Would it be possible to make the layout of the game window soft? IOW, let me place the info/status/buttons where I want (even if only single monitor.) For example, I rarely use the vertical display of planets/ships/bases/etc. on the right border of the screen. If this could "hide" itself and let me call it up the few times I want to use it that would free up some real estate on the map. I am a

8 Replies 47,760 Views

I always play with the map fully scrolled out. Clicking on Idle Ship moves the map to where I have an idle ship, but there's no indicator at this level of which ship/fleet has been selected. I have to scroll in to see the circling circle of selection. The game should be playable fully scrolled out (like a board game), but there are a lot of visual clues not present and I have to scroll in to see them. (Or I just guess.) I do realize fully scrolled out means I&#39

1 Replies 1,271 Views

Towards the tail end of a game and noticed a few oddities as things progressed... 1. Plotted a ship to move into an unexplored area near a star. The destination turned out to be a planet. The ship moved to near the planet (my notes didn't mention if adjacent or multiple hexes distant--thinking latter) and then stopped. I watched it for several turns and all it did was show plotted movement into the planet. I'm pretty sure the ship didn't come up in my Idle

0 Replies 1,092 Views

[quote who="DARCA1213" reply="7" id="3483436"] ^^ That was said so clearly the OP could learn something, and I like it more. [/quote] idea <> implementation ;) lecek's model for implementation is nice. Perhaps don't worry about freezing the outside ship design just to keep it simple. Module cost could be relative to hull size. To make it a little less deterministic, perhaps there should be a modifier for detection chances. E.

20 Replies 107,229 Views

[quote who="Misaniovent" reply="3" id="3483272"] This would be a neat idea but they would have to make commerce raiding worth it. I'm all for more HH references in the game though. [/quote] I'm more about spoofing my slow battleships as loitering frigates and luring you in. :)

4 Replies 2,303 Views

OK, I'm on the same page understanding why the fleet size is mattering now. In the mechanics of the game, combat is serialized rather than simultaneous so the various size effects come into play. If planned combat was simultaneous than fleet size could be just a logical grouping. (As an aside, I loved the old Atomic Games V or Victory pre-plotted movement/combat simultaneous execution scheme--was a play tester for the similar games they did for Avalon Hill.) --

46 Replies 167,824 Views

When there's a stack of ships/fleets in a hex something doesn't feel right. Attacking a stack of enemy ships seems to be when weirdness begins. I've observed explosions appear in empty hexes (perhaps last battle area). Movement appears to stall. Just generally wanky feeling--hope that's not too technical. :) If I'm working my own stack of fleets, I don't see a way to "Pass" on an idle ship or fleet in the stack. I end up moving something out of the stac

0 Replies 1,761 Views

I'm trying to think of ways to speed up game play by reducing manual busy-time clicking around and micromanaging ship and fleet movement. 1. Suggestion: Can we (even optionally) dock the little info/command display window that appears on the bottom left corner over to the right area nearer to the Turn button? Having to constantly move the cursor from one side to the other of a 30" monitor kind of blows. If all the stuff I have to regularly click on each turn&n

3 Replies 1,573 Views

Good thoughts... I'm not completely convinced that having the same hit, attack and defense points split in different ways would have a significantly different outcome for a battle occurring within a single turn. I'm not aware that we can play multiple positions, but if we could then some of this could be gamed out. Do you know if the defending fleet is burning "movement" points while defending? I'm thinking it does not, but if it did then

46 Replies 167,824 Views

[quote who="charon2112" reply="1" id="3482999"] I recommend a 'rock/paper/scissors/lizard/spock' system... [/quote] I was thinking along the lines of blasting really loud country & western music over all the communication channels. No known defense... :)

8 Replies 11,273 Views

This wouldn't bother the AI, but with human players...uncertainty is good. :) I'd like to have a Spoof ship module that makes the ship sensor'ed by the other player appear as something else. (The classical Q-Ship was essentially a merchant ship with camouflaged armament.) So, I could set my battleship to appear as a freighter, my scout to appear as a frigate, etc as well as with appearing unarmed or heavily armed and so on. To keep it simple, pe

4 Replies 2,303 Views

The weapons and related research is somewhat static and known before the game begins--we all know what lays at the end of the rainbow. The developers apparently try to randomize this a little with the luck, research bonuses, etc. 1. Suggestion re weapons/defenses: We're basically rock/scissor/paper. How about a fourth weapon and/or defense type that behaves just like the other three? Would that add anything other complexity or just make it incredibly d

8 Replies 11,273 Views

I'm not sure the massive fleet is indestructible and running wild scenario is necessarily true. There's the exact same number of hit points and attack/defend points involved, they're just grouped differently than before. I would expect roughly the same amount of damage and killed ships involving multiple smaller fleets as opposed to two big fleets (or one big fleet and several smaller.) Possibly giving a small bonus to the bigger fleet if its WILDLY bi

46 Replies 167,824 Views

I actually kind of like it, but it just happened at an unexpected time for me. If its going to be optional, I'd like to see options more than ON and OFF. Maybe options to only do it with combat ships or maybe when exiting a planet/starbase/starport. --David

6 Replies 2,794 Views

Removing the limitation of the number of ships in a fleet does several things. 1. More closely relates to real Command & Control at the extremely high command level the player operates at, i.e, God/king/dictator/big-kahuna. (Yes I know its a SF game, but unnecessary divergences from reality kill the story.) My random example was the Spanish Armada where in 1588 they sailed a fleet of 130 ships. There are other countless historical examples of lar

46 Replies 167,824 Views

[quote who="Gaunathor" reply="12" id="3482551"] GalCiv 1 had such a module. The mechanic for it was still in GalCiv 2, but, except for the Example mod Stardock made, wasn't actually used. [/quote] That may be what I'm remembering. It may already do this, but just abstracting repair ability would be OK with me. Dock at a world or starbase and repair rate goes up a bunch as opposed to sitting idle in space. --David

87 Replies 224,859 Views

[quote who="Larsenex" reply="1" id="3482562"] There is a limit on performance on rendering so many ships. [/quote] I'm not seeing that as an issue--its a single icon for a fleet. If you want to see what's in the fleet pop up a new window that scrolls and shows however many ships at a time that the developer thinks is appropriate. The planet, ship, starbase, resource display list on the right already does this kind of thing and can

46 Replies 167,824 Views

The automatic formation of fleets is kind of nice--except when I didn't intend it. Had a ship on its way to a distant starport and a constructor whose destination was along that ship's path. On one turn they both ended up in the same hex and I got a fleet. I'm thinking ships shouldn't automagically fleet together unless their FINAL destination is the same. And/or maybe don't automatically fleet together combat ships with non-combat ships. I

6 Replies 2,794 Views

[quote who="Island Dog" reply="114" id="3480222"] If it involves sci-fi, it would most likely be a no from me. [/quote] Do you mean, no, you don't see any copyright issues or no, you wouldn't approve it (assuming you somehow knew what it was other than because I told you.) I'm thinking the former, but I've been around lawyers before and they're not normal... :) --David

122 Replies 459,695 Views