parrottmath

parrottmath

Joined Member # 3119455
1 Posts 352 Replies 25,812 Reputation

[quote]If you see this, than XtraDeconstruct is installed.[/quote] It's then not than

3 Replies 4,075 Views

I can accept this study. I watched people get enraged over games. Frankly, I did get enraged when I played Ghouls and Goblins... but my Mother took care of that from me. As I played games she would walk in front of the screen and talk at me (intentionally making me lose), where I would get frustrated and she would say, "Did you pay a quarter to play it. No... So get over it." This happened quite often and she didn't restrict the types of games from distinction of violent or non-violent. T

26 Replies 71,547 Views

[quote who="XWerewolfX" reply="2" id="3461054"] more bugs. Awesome. Can we not release a single patch without introducing more bugs? ugh.[/quote] This bug is so remote from a practical user standpoint, it barely qualifies ;) I would call it more an annoyance. Listrid is a level 9 champion and the only champion with this skill. It cannot be obtained by leveling up. It took me actually 25 games where I cheated to get 9 heroes before I saw this

5 Replies 5,126 Views

I suppose they need to add back the pre-req, or maybe they are expanding the size of the ability trees ;), will they be slightly bigger next iteration...

11 Replies 9,897 Views

The only unit with this ability is Listrid... and you cannot select it from leveling up. The only way this overlap occurs is when one grabs a book from Pariden to give this particular unit the water ability. Not something to arise too often. But one could place this in a different spot on the general tab like 2 2 But if it were to be located on the assassins tab then there are a lot

5 Replies 5,126 Views

I enjoyed FE:LH and most of what I would have liked to see fixed is the first one...the others are answers if pressed. Lack of 64-bit (i.e. memory limitations) Inconsistent Abstraction - Turns should be identified more like a week vs. a season. Population of city versus size of individual armies fielded on the battle Spells on strategic map and tactical maps costs vs. effect a large disconnect with the abstraction Army po

156 Replies 839,784 Views

[quote who="Gaunathor" reply="167" id="3459979"] In the GalCiv 3 live stream on Twitch.tv today, the devs mentioned, that they're going to do LH live stream next week, showcasing the patch. At least, if I understood that right. I had some connection issues during the stream.[/quote] You are correct on that one. They were not sure if they were going to do a Gal Civ 3 cast. For FE:LH they are going showcase some of the new things and people can talk with Derek. I'm ra

206 Replies 508,700 Views

This is all speculation depending on how the AI plays. We don't know what exploits will be possible and which sound good on paper. I suggest that once you defeat their space fleet (shipyards), doesn't that mean they are finished anyway. This doesn't mean that one cannot protect and guard these structures, nor are these structures completely defenseless. I wouldn't expect a ship to be able to move onto a shipyard and walk away unscathed. I would imagine that the construction of

8 Replies 623 Views

Ideology: What are all the ways one will gain ideology? Is it just going to be settling planets / anomalies. Will there be ideology gained by conquering planets, or ways of diplomacy. Planetary Assaults: Are we going to be given more options when assaulting a planet? Nebula / Dust Clouds: What are the other features, if any, going to be attached to the nebula or dust clouds? I believe you mentioned something about a resource node inside the nebula that we will be able to harve

23 Replies 99,001 Views

[quote who="perigrine23" reply="7" id="3459514"]Pretty sure this is working as intended. A ship can go out of range as long as its endpoint is in range. This is exploitable in certain situations, but not enough to be a real problem[/quote] 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 ran

19 Replies 5,746 Views

[quote who="DarkLunaPhantom" reply="13" id="3459005"] And also if it could happen that you can keep a part (let's say 25%) of planet population upon successful invasion, it would make no sense that the invasion is a fight to death. For example, it could happen that you attack with 10B troops a planet defending with 20B population. It could happen that you could lose a close battle and be left with 0B troops while the planet is left with 1B population, but if you had just

20 Replies 71,382 Views

I can envision the game dividing things up into two categories, my species, other species. This has enough abstraction to provide the necessary ability to control the situation and allow it to scale better. But I'm not sure if that is meaningful enough to get at the dynamics you want in the game. Really the effect you want to see in the game is more supporters / non-supporters, an element of unrest. Just because you are not my species doesn't mean you dis-agree with what I'm doing

20 Replies 71,382 Views

[quote who="Lucky Jack" reply="33" id="3457026"]Actually, I took this as the location of the landing of the initial colonization team.[/quote] If this were the case, shouldn't this bonus be on every planet? I suppose the landing team doesn't always land on a buildable location.

36 Replies 96,444 Views

[quote who="SerakX" reply="5" id="3458903"]I'd love to see the ability to actually have multiple populations on a single planet: Such as the invader and the invadee, so to speak. So for instance, let's say you conquer a planet and they surrender with 25% of their population remaining. Fold that into the total population of the planet.[/quote] I don't think adding a layer of sub-populations would be a good idea. Add to fun, maybe... add to complexity, yes. The gameplay of G

20 Replies 71,382 Views

That would be an interesting idea... -Allow the remaining populous to join your citizenry - +10 Benevolent and Population bonus (remaining troops + 25% planet population upon invasion) -Enslave the remaining colonists - +10 Pragmatic and Production Bonus for the planet -Exterminate the existing populous - +10 malevolence Every time you settle a planet you get these choices. Why not have these choices upon invading a planet (or varients)?

20 Replies 71,382 Views

[quote who="tetleytea" reply="40" id="3458553"]I was thinking maybe ship-building bonuses for each neighboring alien planet, and improvement-building bonuses for each same-race planet. That way everybody's warships get built toward the front line (instead of always rally-pointing everything). Plus it makes you have to shift gears as your empire grows (and your outliers become inliers).[/quote] They are switching up how ship-building is being done. I think you will be

49 Replies 120,945 Views

I know in Gal Civ 2 that when building up spaceships one needed to place modules on the ship for it to function. I was wondering if there were a list a modules for Gal Civ 3? I would expect to see Colony Module, Trade Module, Mining Module, Hyper Drive module (Engine), Weapon Modules... will there be any new items, will you remove (combine) any of the old modules from Gal Civ 2? I wouldn't mind seeing a few different modules for the ships. I can think of a warping

1 Replies 1,592 Views