Taslios

Taslios

Joined Member # 429611
31 Posts 334 Replies 1,973 Reputation

[quote who="laws2150" reply="45" id="3703881"] Quoting Werewindlefr, reply 44 How about all unused tiles produce food (a variable supply depending on the tile and/or planet type) as long as you don't build on them. Some improvements could increased the food they produce. So basically, almost everything is arable

98 Replies 612,859 Views

[quote who="Frogboy" reply="1" id="3703869"] Don't do that? I mean seriously, [/quote] Well you have to admit that he put in an impressive amount of work to create his "colony ship trap" I suspect he could have and should have been building other ships or doing something else with his time but it is impressive. that said, isn't there already an anti crash code in place to have the AI send ships elsewhere if there is no path to a planet

5 Replies 21,373 Views

Frogboy, my thoughts are probably more complex than what you will be wanting to implement. One of the things that really turns me off of this game is the strategic resources and how they are pure and total luck. If I need Monsantium, and there is no monsantium on any of the planets that I can even invade (yes I've had this happen) then guess what... a whole branch of the game is pointless. So my suggestion.

98 Replies 612,859 Views

Honestly, I just wanted their logic to target the aggressor.... many many many times I had someone declare war on me, then had the Peacekeepers show up, nuke all my stuff... and leave the Yor or whatever alone while they invade and take my planets... The PeaceKeepers should attack the one that declared war. or the last one to "attack" in the war... The Jagged Knife should come back and attack everyone... The Dread Lords should s

23 Replies 100,344 Views

[quote who="lyssailcor" reply="31" id="3698318"] Will the cap be moddable? Wouldn't it be nice to introduce some techs or at least improvements to raise that cap? Even if I have not much space I can still build a bunch of large towers or a subterranean cave system ... [/quote] I like this idea... perhaps something like a unique building for certain races Or an Arcology Galactic Wonder... I think a standard.. if you have a

53 Replies 256,330 Views

Seilore, Frogboy said that the map creator is not working the way he expects it to in one of his posts about 6 months back. I suspect that this is getting looked at but may be either too big to quick fix, or not important enough of an issue to bother with at the moment. Someday before the final game I fully expect it to be fixed though ...

7 Replies 30,361 Views

[quote who="Frogboy" reply="83" id="3694754"] You can, literally, make GalCiv III play however you want. It would be one thing if we were discussing some bug or UI request. But we're not. We're literally talking about demands that somebody open up notepad and change a number on their behalf. [/quote] Frogboy, you have done something awesome with this game. I've had many many hours of fun playing it. Howe

139 Replies 616,622 Views

Synthetics should use Durantium in the same way Organics use food..... Rather than a one time expense it should be a constant use based on population.... No per turn cost when TOTAL population is 5 or less... and then 2 durantium per turn per population point above that.... Research can lower that to 1 and then .5 or something. soft walls and steps are so much better than hard stops that look and feel artificial. &nbsp

139 Replies 616,622 Views

I posted heavily on this in another thread, but I really think trade resources should be manufactured, or grown by the civ..not found by luck... Resources put an artificial break on progress... rather than a balanced systematic break... Monsantium or Duranium availability is the biggest break on large populations... Morale should be the break.... building too big too fast should cause revolts... which may destroy buildings... lost prod

299 Replies 1,815,227 Views

I'm fine with scarcity... even in my suggestion the player is giving up something to get something else... However i do find it silly that some of the resources are not used for anything and thus just pile up.. while others are used for almost everything. on an aside, it would be cool if each resource was tied to a multiple unique structures, or ship features... having some of the things do nothing just se

17 Replies 66,981 Views

Sorry, my confusion... I've never promoted a Scientist in the new game... I thought you were referring to the way creative races can spontaneously finish a tech at random... Given Bene has options to greatly improve research rates, the only techs that I would think would be worth upgrading the scientist for would be the final techs to win a tech victory...

4 Replies 23,041 Views

[quote who="admiralWillyWilber" reply="6" id="3691991"] I would have to think about resources. I would like to see maps balanced. I liked civilization 3. I like the idea of resources to build stuff. [/quote] Full disclosure, I enjoyed the crap out of CivIII though I didn't think it was as good as SMAC... I don't want to get rid of the resources. having resource scarcity in

17 Replies 66,981 Views

Honestly..... The trade resources in Crusade are basically taking the WORST part of Civilization 3 and pushing it into a modern game. In Civ 3 if you didn't have say saltpeter in your territory, you couldn't build military for an entire age.... sometimes you had to skip like two or three generations of troops until you could build something due to the lack of ONE resource it was super flustering for the player and it is one reason why Civ 3 is generally look

17 Replies 66,981 Views

[quote who="DMF" reply="42" id="3691289"] There are few things I hate more than a Jagged Knife event. [/quote] Jagged Knife/Peace Keepers are only super annoying because of how they happen. If they A. Created a new major race that could be interacted with B. Did not happen in the first 100 turns

299 Replies 1,815,227 Views