[quote who="Lucky Jack" reply="89" id="3418064"] I think you fail to see the possibilities future R&D (real world) can produce. Just because we can't see what current tech can give us doesn't mean someone won't discover some new way of doing something.[/quote] That's nice. It doesn't address what mines add to the game. As far as I can tell that's nothing in particular, except that it's mines for the sake of having mines. It's not any kind of so
Tridus
[quote who="Werewindlefr" reply="5" id="3418012"] I'm this close to pre-ordering, thanks to your message. Can you indicate where such a statement has been made though (both about the absence of tactical combat and the presence of fleet actions)? I think Endless Space has shown that the military aspect of a 4X can be good and deep while not featuring real tactical battles (although I would like something a liiittle more fleshed out, Disharmony's formations/targeting sys
[quote who="yarodin" reply="86" id="3417998"] For the sensor net: I agree. for the mines: I don't. Mines are much cheaper (even in greater numbers) than a starship with equal firepower and they need no crew. And even the fastest ship can only be in one place at a time. Mines are fixed defenses but the targets you want to protect with (planets, stabases) are also immobile, so why waste a mobile platform to guard it? [/quote] Because unless yo
[quote who="Ashbery76" reply="2" id="3417941"] No tactical combat means boring unimaginative weapon tech.GC2 combat will not fly in 2013.[/quote] There's no tactical combat in Endless Space, and it did alright. It just means the strategy layer has to be good enough to stand on its own, which it was in GC2.
[quote who="Hamshank" reply="8" id="3417896"] Hi, I am hoping for clarification whether a Surface 2 RT will be able to play Galactic Civilizations III. Clearly, the system specs alone can, but whether the operating system will be supported is my main question. I will only have the Surface 2 RT for the next few years while I am abroad, so I am really hoping. Hope Brad is listening, and if it is not supported, I am curious from the technical standpoint for why.[/quote]
No, there won't be a mode where you control individual ships in combat. Stardock has already said that. There might be a way to influence combat or give general orders to the fleet, they haven't said either way (as opposed to the passive observation of GalCiv 2). But this is not going to be Total War: Space. The focus of the game is on empire building first and combat second.
[quote who="androshalforc" reply="80" id="3417759"] playing hide the fleet and annoying other players into submission both sound like valid tactics to me[/quote] I guess, if you want a lot of complaints from other players. most games discourage it for a reason. [quote] theres not a whole lot to build its essentially a way of eliminating the constructor spam that was present in gc2 as opposed to 1 stabase requiring dozens of construcors each t
[quote who="androshalforc" reply="76" id="3417684"] it shouldent be automatic that way the net could be destroyed by other players or AI. so they can try and slip units through if this is the case then designing the net is crucial. i could build a single layer net that a hole can be blown through and an enemy could sneak there fleet through before i could repair it id know something entered my space but not who or how large of a fleet i could set up multiple layers
[quote who="androshalforc" reply="74" id="3417616"] I don't think this would run into the same problems as a mine field since at most you would probably need 1 sensor per tile at lowest tech level and possibly upgrade the sensor's to a range of 5 or so through techs I think that these sensors should have some kind of maintenance cost although fairly low 1 credit per ten sensors or something I almost think that it should have a specialized ship to make them
If we're getting larger maps, games will take more turns most likely. That makes running out of tech more possible. It it would be nice to have repeatable tech at the end costing more each time, to improve weapons/defenses/hull/whatever. Maybe you can't invent a newer beam than the doom laser, but you can probably improve on that one. (Then again, I also didn't mind techs like laser 2, as it acted like a natural progression. breakthrough, refinements, b
[quote who="charon2112" reply="37" id="3417395"] Quoting ForesterSOF, reply 36 They can use any sounds they want. I just want to be able to turn off the games audio. you can always turn off the audio, just unplug your speakers.[/quote] Just mute the game in the windows audio mixer, assuming the game doesn't have an option to just set its own volume to 0 (which it probably does). Then the speakers still work for every other
[quote who="chuck1es" reply="4" id="3405524"] Endless Space actually did the hero thing quite well, I think. Had both governers and admirals. They started off with differing traits that were random, and each trait could be leveled up as the game progressed. I kind of got the idea of heros, or some such, becoming a factor in galciv3 because of the emphasis placed on names in the story boards (DATABANKS).[/quote] The only problem with the ones in Endless Space is that t
[quote who="ParagonRenegade" reply="65" id="3416850"] Quoting Tridus, reply 63 That's not a mine, it's a drone. If it's big enough to have hyperdrive and sensors, there's no reason the enemy fleet can't detect it and blast it to smithereens like any weak ship. Solution; Magic Seriously; we're in a game fighting humanoid aliens in what are basically naval ships lifted into space firing black holes at each other, i
[quote who="Seleuceia" reply="14" id="3416700"] I find this thread extremely ironic because over in the Sins forums we have people complaining that sieges are lame since it is 100% orbital bombardment and doesn't involve troops at all...[/quote] you cant please everyone. Especially on the forums.
[quote who="ParagonRenegade" reply="55" id="3416472"] Quoting joeball123, reply 54 While your response was a hilarious hammer blow, a small number of mobile mines with basic sensors and basic hyperdrives could completely bypass the problem of resources. Boom, you need a few dozen mines to cover a Parsec, not... Trillions.[/quote] That's not a mine, it's a drone. If it's big enough to have hyperdrive and sensors, there's no reason the
[quote who="wizisi2k" reply="2" id="3416498"] regarding system requirements yes I agree on the CPU minimum. RAM I don't. 4 GB is maximum of what a 32-bit OS can manage. Since this is a x64 enviroment, I would say minimum is going to be probably 6 GB. GPU I'd agree with the vRAM and card. Stardock does have another thing to consider when developing. They need to setup a RAM limiter option so the game doesn't FULLY use all the RAM inside a s
[quote who="Lucky Jack" reply="12" id="3416131"] Now, however, I think the attitude of audiences toward sound in space has shifted,[/quote] Based on what? The highly negative reaction here? The people who think this is in any way a good idea are a microscopic minority.
I can't recall a game with mines in space where they weren't either pointless, annoying, or tedious to deal with. It's just not a mechanic that works well in space.
No, because it's a game. A game without sound effects would just look cheap and lacking polish.
[quote who="Vidszhite" reply="18" id="3415852"] Quoting Starhawk11, reply 17 Honestly Satoru1 that's one of the things about a lot of the "hard core" gamers, is they are basically career whiners. What I mean by that is if a game is released that is below their specs they go "Oh they dumbed this crap down for the "casuals" and their crappy rigs!" But if a company makes a game that actually stresses THEIR rig then it's "OMG These f-tards don't know how t
The thing with Simcity is that they wanted to model too much information per sim. That type of low level detail works fine in Tropico, because the population is measured by hundreds. The game doesn't have a problem keeping track of 500 people and details about them, and the fact that each person walking around the map has a job, a house, and individual issues is neat. Plus you can arrest them and stuff. Try to scale that up and you start running into problems. And that's where
For games that aren't trying to be simulators I prefer what makes some kind of logical sense and is fun. It really doesn't matter if some of the stars are green in the game.
[quote who="NitroX infinity" reply="4" id="3415633"] I don't have intimate knowledge of GalCiv2's AI and as such I don't know what caused the behaviour I described. It might be something simple that finds it's way back in the GalCiv3 AI.[/quote] As the GalCiv 3 AI has nothing to do with the GalCiv 2 AI and the mechanics of Starbases are different anyway, it doesn't matter. That the problem existed in the old game has nothing to do with the new game whatsoever
I really don't see what use these type of threads have. The game mechanics are different, and the AI is being rewritten. None of the old weird behaviors are going to apply. It's like saying "remember that weird noise that a Ford Pinto used to make? They should fix that in the 2014 Fusion."
[quote who="Xsifilad" reply="9" id="3415192"] I did not like green stars. For starters, unrealistic. Secondly, usually they had a bunch of dud planets that left me feeling icky!!![/quote] Yes, the Drengin Empire fleet orbiting Earth (which inside a giant bubble of invincibility) demands realism. :D