Larsenex

Larsenex

Joined Last seen Member # 3567030
175 Posts 860 Replies 2,406 Reputation

WoW!!! You all are tops. Awesome work Derek! Can we just select say 15 minors as custom factions and start a game? What I mean is can I just select a game, pick all majors add 12 or 20 minors or do I need to create each as a custom faction? Perhaps I am confused as to what I am asking. I love the 'custom faction..love it love it. but also want to be able to just quick start a game without having to create each faction.... &nbsp

43 Replies 262,139 Views

Again for some Ideas and remember this no war thing will also apply to the minors and other races we are going to have. Lets split this feature into parts. Tier 1 no one can attack you for 35 turns, Ai can and will declare war but are prohibited from Attacking you for this turn limit. If you enter the influence of any player/ai you are 'at war' with this neutrality will automatically be removed and you can be attacked. Note: having a player drop a starbase

24 Replies 123,621 Views

How about a compromise. I really think the no combat for 100 turns makes this entire line. Think of it as diplomatic reasons for not attacking. I think changing it from what it does is very bad and would ruin the flavor. Keep it but add restrictions or such. This one trait makes the neutral line what it is..neutral..no war. If a player or another AI want to pursue the no war and let me get built up policy that should be allowed. So wha

24 Replies 123,621 Views

I suspect this was asked but I cant seem to find the post. Will GC III eventually or can be coded on down the line to use and take advantage of Direct X 12 when it finally becomes available. I do know that GC III was coded to actually be like DX 12 a great deal, its own engine doing an excellent job of optimizing work across multiple threads. This has always been a hallmark of the GC series and is a Stardock namesake. My question reall

2 Replies 5,319 Views

Zero tactical interaction. This has been stated repeatedly. It 'may' happen in the future but that is highly unlikely as it is a strategic game not a tactical one. Let me restate it again, there will be ZERO tactical interaction with your fleets for combat at release.

14 Replies 44,968 Views

Personally I think the far end extreme High quality toxic/radioactive planets should be rare or slightly below in appearance of the settings of what you set 'habitable' ones. I prefer settings where Habitable are 'uncommon' . I would like to see the extreme actually slightly more abundant thus giving us as players a reason to go down those lines. Lets face it, any rocky planet outside the Goldilocks area of its star will be either frozen or barren and unlikely to be a water/aq

5 Replies 12,880 Views

So Military tiles add to the reduction in mass via the Hyperion Shrinker? Thats amazing and from what you are telling me is it gets even better when you add military buildings around it! Oh Earth is gonna go full out production of death stars!

10 Replies 41,497 Views

[quote who="5myosin" reply="4" id="3524031"] To clarify, THIS IS A PROBLEM WITH THE DESCRIPTION. What it *actually* does is apply an empire-wide bonus to ship hulls. [/quote] Symosin are you sure? I really hope you are correct. This is how it is in GC II as I assume its also supposed to be here. Thanks very much Ill test this...

10 Replies 41,497 Views

I agree. In GC II the 15% mass reduction from this building was Empire wide. All of the others can kinda work on individual shipyards, that being Logistics or range. However the bonus of reduction in mass cannot really be used as we cannot apply it when building custom ships. This one fact will actually keep me from wasting a planetary tile until later in game. We need to change 'Hyperion Shrinker' to be an 'Empire Wi

10 Replies 41,497 Views

Good points! Combat is of course still a work in progress. We have yet to see how planetary invasion will work and it will be equal if not better than how it was in GC II. Racial or 'super' abilities are coming! I think as we get more races and more importantly 'minors' and pirates the galaxy will 'come alive'. I know that there is some discussion on the terror star concept but there are techs that are 'end game' ones that will let

2 Replies 1,552 Views

Well I can tell you what I have see so far. I took a fleet of two HUGE ships against the Drengins fleet of 3 LARGE ships. He had 2x as much beam fire power against me. However i did have a 2 module carrier in there so upon the fight It was pretty fun. I lost the fighters, the carrier and took 1/4 dmg to the heavy beam ship. Pretty fun actually.

4 Replies 36,777 Views

[quote who="Stanley Tarrant" reply="5" id="3522328"] e [/quote] I was hoping to negate both augments and have the fight resolve back to basic load-outs on both ships. I don't know if this is possible. Tetra, yes I am fully aware how hard the GC II modders work and its a thankless job. I had many different mods installed from several of our community. In all actuality its best to wait for 'gold' and see how the devs want

9 Replies 3,770 Views

Thanks Tetra for the guide. I will actually print this and review it later. I am old (48) and my eyes are not as good as they used to be. I was going to leave good (programming-Coding) to young folks like Paul (Mormegiel) and Modders like you and MarvinKosh. I am worried that if I start tinkering Ill ruin the base game. This is just another option to help with weapon dmg and to increase the value of resources early on. I still really t

9 Replies 3,770 Views