[quote who="Kyoss79" reply="4" id="3562645"] Nothing is safe in GalCiv, the AI can't cope with that. [/quote] Once you're into the stage of the game where fleets have dozens and dozens of moves Humans find it very difficult to defend anything as well. Turn based systems operate well when such large move distances are involved only when mechanics like 'ZoC blocking' (entering a square/hex adjacent to an en
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[quote who="Reianor3" reply="50" id="3562396"] Complete and utter nonsense. First - nothing FORCES you to specialise. It's only a matter of efficiency. [/quote] The game punishes you for splitting a world's output therefore specialisation is the only correct course of action if you care about getting the most out of your worlds. If you are going to split hairs over the meaning of the word 'forced' then by all means fill your boots, it sound l
A good 4X matures over time like a fine cheese, as long as it is looked after. It's a tad unfair to compare the two at this stage.
This happens when I try to save Group As Part... [video]https://www.youtube.com/watch?v=13LiZgcWX_Q[/video] I've tried saving smaller sub-sets as part; made sure all components branch from the central core object (not the starter cube); even rebuilding from scratch, but all to no avail as the game crashes at the same point every time. The object shown is saved as a ship template. Ticket: #VXN-603-20249
I would like to see some evidence to back up your sweeping generalisation. A good beta tester is both courteous and effective at explaining an issue. A poor beta tester thinks he/she is good at testing but then fails to put their point across in a clear and courteous manner. More importantly: a good dev is able to take valuable information away from _both_ of these kinds of people.
When you destroy an enemy's capacity to proscute war then that enemy is beaten. This is standard military doctrine. The problem in GC3 is that the AI doesn't seem to be able to identify valuable shipyards that are at risk of attack, and properly defend them; however, if you have a superior force and you can push your way through AI defences to destroy their shipyards -- or if you're playing the late game where fleets have hundreds of moves and you can just weave throug
[quote who="naselus" reply="92" id="3561500"] So I tested out a Civ 4-style maintenance system last night. [/quote] This is (almost) exactly the kind of soft-brake to expansion that GC3 needs.
[quote who="Seilore" reply="34" id="3560625"] Yeah I agree there could be a little more cost involved on new colonies to prevent quick expansion, (maybe tied in with game pace) slower game would be higher cost very fast game would be no cost...) [/quote] Yep, why not; that could work. Perhaps several grades of Colony Capital could do that as well; starts off with high upkeep and upgrades to become what the Colony Capital does now. Whatever the mechanic is doesn&#
[quote who="MottiKhan" reply="31" id="3560604"] This thread is rather anticlimatic. [/quote] Pretty much but it does highlight how expansion is _always_ the best course of action when it probably shouldn't be that clear cut; good 4X games are underpinned by risk vs reward decisions, not the removal of choice (as expansion currently is in GC3). New colonies should be a significant drain on Imperial resources until they can reach a defined point of self-suffi
Inclined to agree. Having new colonies not being a burden on the Empire in their early stages does seem to run against the 4X grain somewhat. When new frontiers don't require support from established worlds expansion comes at almost no cost and becomes the default 'right' thing to do. I don't have an instant fix for this because everything I think of butts up against some other component of the game in a negative way; even simply increasing the maint
You can spike your 'Power' rating by also going one turn at 100% Wealth creation. Does little for you as soon as you change your Econ but it does show that the formula overrates the Wealth component of an Empire over that of Production and Research strength. (If you 100% Manu or Sci your Power doesn't spike.)
[quote who="Kyoss79" reply="3" id="3560479"] this game works only by putting restrictions on yourself [/quote] Quite so. What annoys me is that GC2 released in much the same state but over the years the bonkers stuff was steadily evened out. Why those same lessons need to be learned again with GC3 I'll probably never know. For me far too many of the fundamental ingredients of GC3 are ruining the pudding. IMO the prevalence of linear additive sta
[quote who="phatkarp" reply="38" id="3559524"] In my first complete game I do not recall ever even using it or worrying about it, which is a sure sign of a broken system. [/quote] Yes, exactly. I've got decades of 4X experience under my belt but for me to 'beat' the Economy side of the game on my very first outting on the harder difficulties made me worry; at the time I dismissed it as beta 'incompleteness'. Now I can't decide
[quote who="peteincary2" reply="30" id="3559111"] In addition, the need/benefits of having super-specialized worlds means that you will almost always outperform the AI civs. The AI just doesn't know how to build efficient, highly specialized worlds in a way that can compete with any human player with even low level strategies (such as building your factory next to a durantium refinery). The Yor AI is particularly bad at utilizing its specialty building that gives +3 adjace
I think it's a bit unfair to describe the adjecency system as 'silly', but I find it hard to disagree about how the results of that system force you to hyper-specialise otherwise you lose so much of that placed potential. To me this is another example of how the maths behind the various bonus mechanisms in this game haven't been fully thought through or tested to breaking point (which, alas, happens for too early in the game for GC3; given that nearly all 4X games eventu
GC2 eventually tackled these problems. I don't see why GC3 has to go through the same growing pains; where lessons not already learned?
I've noticed that the AI seems to be stuck in the mode of building a structure up to its maximum available form before moving on to the next hex, as if every planet is stuck on 'auto-upgrade'. The net result is often a horribly retarded empire because it's usually far more efficient to fill your planet with tier 1 versions of everything before you embark upon an upgrade program.
I play MP and the Econ wheel & slider settings _still_ aren't being remembered between saves, which pretty much means you must rely on Imperial Econ settings for all worlds unless you enjoy remembering/setting the planet Econ every time you restore a game. (Protip: Don't. It gets old very quickly indeed.) That having been said, even when relying entirely on all planets set to Imperial Econ it's still a fairly trivial matter to turn a profit after 50 turns.</p
[quote who="RevTKS" reply="2" id="3558424"] What difficulty level did you set? The AI changes quite dramatically at higher levels. [/quote] Its cheat buffs become very pronounced but are you sure that the AI behaves in a more 'clever' fashion?
I think part of the huge ship upgrade cost comes from being able to upgrade a ship almost anywhere. Personally, I'd have preferred refits only taking place at planets/shipyards/starbases and at a greatly reduced cost.
Except it's not an EXTREME. It's a Turn 1 no-brainer. Also, OP: wait until you get later into the game and start stacking moves. The game pretty much falls apart at that point.
Thanks for the advice, G. I've had the save fail silently several times now yet all parts do at least group up, not connected to the cube. As long as you're not attaching to the starter cube I don't see how a part can't be attached to anything at all. I've had the save fail violently twice, which is the ticketed instance. I don't know why it fails in this way, perhaps a bad part - which bodes ill for trying to find out which one it was.&
[quote who="node10" reply="27" id="3557625"] Excellent guide. However, after having the designer crash twice in a row at the group part save stage, losing several hours of work, I don't think I'm going to use this tool again until it's been fixed - the risk of wasting my time is just too great. Ticket: #YZY-975-80249 [/quote] ...and when a group part save does work it doesn't show up in any of the lists and neither is there
[quote who="naselus" reply="22" id="3558046"] Quoting node10, reply 21 ..which still does nothing with regard to allowing Mil SBs to project any power or prevent them from being completely ignored by the attacker. No, since the projection point was already c