node10

node10

Joined Member # 4512636
1 Posts 91 Replies 3,744 Reputation

The last 4X game that required GC3-levels of nannying was Colonization, with the trade caravans. That was 20 years ago and, thankfully, things have moved on since then. (A few 4Xs still make this mistake but none to the degree that GC3 does in the mid-late game.) I'd be happy if the upcoming SB development tools meant that I didn't have to control endless fleets of constructors; I don't mind them being on the map in their droves but I do <span style="text-deco

40 Replies 68,371 Views

Starbase development should be a sponsor mechanic similar to that of Shipyards, and to prevent Starbases from developing when 'cut off' use a mechanic similar to that of freighter trade whereby the supply route can be raided. Constructors are still necessary to drop the initial Starbase. Constructor spam is the bane of this game and it needs to be hacked down, not merely pruned.

40 Replies 68,371 Views

[quote who="JAMiAM" reply="23" id="3567825"] I believe the OP's problem runs deeper than anything the devs can fix with a patch. Unless, of course, it's a Nicoderm patch. [/quote] The OP enjoys the sound of his own voice far too much. Empty cans make the most noise: an otherwise fairly valid point drowned in vitriol and adolescent anger.

25 Replies 159,952 Views

[quote who="Fragnafritzz" reply="15" id="3567497"] Yes yes yes to all of the posts that werent still qqing about how mean i was to thuper thenthitive internet thtrangers. If you have any love of language at all you might dimly perceive that my manner was more playful than serious, you slobber-besodden slits. [/quote] Ah yes, the trite 'I was joking, now I'm going to insult you all for not getting my joke' play. Classy. A shining wit among dullards, cl

25 Replies 159,952 Views

Military SBs are glorified garages and little else. Mil SBs provide viable attack bonuses to battles within their ZOC but this is far less useful than it sounds in practice. The single most impactful thing that renders Mil SBs pretty much pointless isn't how weak they are, it's how much of a non-entity they are when it comes to being an effective defence: attackers can just swoop right past them and ignore them. Later on in the game when fleet moves run up into the

55 Replies 82,877 Views

I will admit, I don't like the lack of 'boundary' respect that goes on re the positioning of SBs - by Human or AI. Yes, I know; there are no hard boundaries as such but the problem is that there aren't any 'soft' boundaries either, i.e., a figurative boundary that when crossed has a negative impact upon another aspect of the game. Allowing SBs to be flipped goes some way to establishing a boundary of sorts but there should also be a diplomatic function so t

8 Replies 11,636 Views

[quote who="Fragnafritzz" reply="3" id="3567021"] Oh look, the stick-up-the-arse brigade is here. Sorry I didn't amuse you two pompous pimplebottoms. The questions were rhetorical, by the way, there's obviously no fix. The fact of the matter is, this is a pretty silly thing to have designed into a game and I think my tone was justified; hopefully it's just a bug or early code and they're already working on the fix. My post wa

25 Replies 159,952 Views

IME the 'cleverness' of the AI doesn't improve with difficulty; it just gets more mechanical advantages to play with. The AIs don't react to an emergent threat, i.e., the player, or even a present and growing threat on Normal difficulty any more than they do on Genius. When playing against the AIs the game is pretty much over once you've got 25% of the galaxy to yourself against more than three remaining AIs. At that point the only danger you face is yo

5 Replies 17,420 Views

Try having both host and client start a new MP game with an empty %user%\Documents\My Games\GalCiv3 dir. (Rename your current one to GalCiv3.bak or something like that.)

2 Replies 2,185 Views

/signed ...and for every other ship / planet / SB pop-up and reference in this game. There's somewhere between 'zero' and 'far too little' specific reference information for such things. GC3 would do well to take a leaf out of the Distant Worlds book: that game gives you multiple ways of finding what something is talking about in all pop-ups / info tickers.

10 Replies 75,399 Views

GC3 is a Starbase management game with a 4X tacked on. Okay, flippancy asid, the Starbase system is the weakest part of the GC3 arsenal and the devs know it hence various comments on assorted dev streams indicating that SBs will be reworked. Or at least the constructor spam side of things will be, which may have a restraining effect on SB spam in general - I hope!

20 Replies 50,407 Views

I think it's important to remember that sensors don't sit in a vacuum; sensor range has a direct relationship with the maximum number of moves that a fleet can acquire. In a turn based system (TBS) game you start to run into serious mechanical trouble when units are able to move out of the FOW and then have pretty much free choice of targets to hit thereafter, particularly when the game doesn't include mechanics that allow you to cut enemy moves short mid-turn (by me

37 Replies 57,930 Views

[quote who="naselus" reply="11" id="3564846"] Diminishing returns combined with map size scaling would be a good way to go about it. The diminishing return means that sensor stacking ceases to be viable, and the map size scaling would prevent it screwing over one map size or another. [/quote] True; however, I'd be careful about catering much for a map size that the game itself categorizes as insanity. I don't agree that sensors should scale with map size.&nbs

37 Replies 57,930 Views

[quote who="rspiccaver" reply="6" id="3563753"] Tourism Buildings I've reduced the maintenance cost of these so that building them (especially the early ones) actually results in a profit not a net loss. I think they still may need buffing however to make them viable over an income building. [/quote] Always thought it strange how the early Tourism buildings don't even pay for themselves in the vast majority of cases. Presently, even with what I'd say a

48 Replies 133,441 Views

Took me a while to get used to the shifted axes. When I fire up the Designer I still instinctively move parts the 'right' way and have to correct for doing it the 'wrong' way. No big deal at the end of the day. ;)

1 Replies 3,720 Views

The UP seems to be a law unto itself. In MP the votes end before all clients have voted. What is more, the results often varry from host to clients. Have largely given up with it.

14 Replies 31,020 Views

My first lunge at solving late game fleets with hundreds of moves (fleets with hundreds of moves can be done, and why this was left in to be allowed to be done is beyond me - I can only assume no-one tested the game that much into the latest phases) would be to reduce moves to a sane level overall. This would mean adjusting the linear additive bonuses that ship movement recieves in such a way that the largest bonuses are among the earliest to obtain and thereafter the bonuses diminish r

28 Replies 105,005 Views