shortcuts for maxing out sliders on individual planets are my #1 wish
Lavitage
takes seven colonizations to get benevolent rank 3 on default map settings you have 2-5 more planets to colonize by that point not that great
Screw tidying up the shipyard, I just want it so that a custom design doesn't get saved unless I specifically ask for it to be saved. The specialized combat ships I make for game specific situations shouldn't be carried over from game to game. If they weren't then the list of user created ships would never be more than a page long and there'd be no need for tidying up.
Maxing out sliders on individual planets takes too much clicking. There should be shortcuts for it on the planet list and on the manage screen, like this:
Duranthium is much easier to come by than elerium or antimatter so whenever I get war declared on me at turn 40 or whatever, that war is always fought and won with prototype kinetics. Missiles are good for long game wars. Beams suck.
tooltip for the malevolent bonus says +10 manufacturing, not +10 production
not gonna be bothering with any optimizations like this until the numbers and formulae stay the fuck still for more than a few weeks
I'd like to see quick buttons by planets to max out 1 area of production. Something like this:
In beta 5 starbases could get defenses this strong, early in the game, it just took 4 or so extra constructors. That was a good buildup time.
[quote who="BuckGodot" reply="2" id="3545361"] %boost to moves are great and i always take them when I can. As noted, they stack. Furthermore. at .5 and above, they round up , not down. Thus something with 4.5 move becomes 5, which is a tremendous advanatge in the early game. At least, IMO. [/quote] It always rounds up. Whenever I colonize a planet with a prometheon stone I always get +1 move on al
I play on medium or large maps with planet settings set to occasional, and the Krynn are always in the middle of the pack or slightly above average They need a lot of colonizable planets to be OP
Changing a planet's focus takes too much clicking and dragging right now for something that's so important. Something like this:
Tiny ships with one weapon, an engine or two, and no defenses were a staple of my armies in GC2. They picked off unescorted transports, freighters, constructors and scouts, and could do deep strikes on starbases that hadn't been given a weapon upgrade. On fleet battles they'd typically be added as a 1 of to a stack of capital ships, and they'd soak up the first strike from an enemy battleship or whatever to save HP on my capital ships. The AI in GC3 isn'
simplified research screen as default is a godsend if you play enough games to memorize big chunks of the full tree
Am I misreading something here? [quote]Reduced the Minimum turns to Construct or Train from 3 to 1[/quote] This reads to me like there was a 3 turn minimum in the previous version which has now been removed, but everyone in this thread is acting like a 3 turn minimum just got added.
picked 3/3/2 of the given choices, but 3/4/1 is better than any of them
[quote who="Nehanski" reply="57" id="3220556"]To be honest, monsters should strengthened even without applying tweaks to attack. The early game mobs like bear cubs, rocklings or mites are laughable. What's the point of having a creature that can be beaten by a fresh new level one hero without any scratches? Monsters, even - or especially - early ones, should not be a walk in park AND they should be much more aggressive. If every fight meant serious trouble for novice heroes
Right after Derek got hired by Stardock I asked him if he'd talk a whole bunch like he did on civfanatics when he was making FfH. He was like "no, I'm gonna be too busy to do that." So yeah.
[quote]Conquest-minded players can use the revive/desecrate spells to swing combat in their favor. Raising and lowering lands can also affect combat, as hills give a defensive bonus for auto-resolving.[/quote] In 1.19 you can't aim revive/desecrate at enemy-owned territory anymore. So now, that strategy doesn't wo
I stopped playing right when Derek Paxton got hired. What big changes have been made since then? I know the spellbook was overhauled big time and the stats do different things now, but other than that, nothing. Is there still a huge amount of random variance when it comes to dealing damage? Is there still that bug where a single survivor of a beat up unit group is ridiculously strong? Are city bonuses still weak as fuck? These are the three things that really rustled my jimmie
Are you going to be as active in discussing design choices, balance and such on the forums as you were in the early and mid stages of FfH?
Be careful with #6. I don't want a situation where cities could take ages to get productive as a result of things like culture choke + building destruction + revolt time all adding up, and I REALLY don't want a situation where quickly reconquering a city after a surprise attack leaves it barren and crippled. Having no penalties at all isn't the best idea and some things like immediately getting control of all influence are silly but the developers should definitely err on the side of
During the pre-beta and beta parts there was some call from a loud minority for a truly random research system, but Stardock never said they'd be doing anything like that, no. [quote who="UmbralAngel" reply="29" id="2767294"]I think they should give you an option: Research a completely random technology for less research point cost Or choose a technology to get researched for a higher research point cost. An alternative way to do this that makes more s
If I don't respond to a specific section it means I agree with it, more or less. Well, there's plenty in your review to complain about. [quote quoting="post"]1.2.1 Too few number of spells: During sovereign selection, I was wondering why they were each controling all the elements of spell book. The reason why is because each element only have 6 spells ... SIX spells!? Master of magic had 40 spells per sphere for a total exceeding 200. What is the problem, you lack of imagination? Y
[quote who="Wizard1200" reply="1" id="2766768"]I think a melee hero is very powerful with version 1.07, because every unit of a group makes an attack roll and the result is compared to the defense roll of the hero. It is no problem to start with 15 Dexterity and 15 Strength. This makes the equipment of the hero more effective than the equipment of a group and the player needs only gildar to buy the equipment of the hero. The only problem is a lucky attack when the enemy has a high