[quote who="naselus" reply="19" id="3558040"] Quoting node10, reply 18 No, you can't prevent the enemy from swooping past your glorified garage in the mid to late game where moves are so high that stuff practically teleports around. See edit. That&
node10
[quote who="naselus" reply="17" id="3558037"] It'd be nice to see this automated to some extent (being able to set an intercept order for the fleet would be nice on all fleets, regardles of whether there's a star base there), but I don't particularly want to see the introduction of starbases that can fight across a whole sector - it's not exactly hard to catch a planet in between three bases, which would permit defending fleets with logistics values in excess of 200. 
No, you can't prevent the enemy from swooping past your glorified garage in the mid to late game where moves are so high that stuff practically teleports around. See edit. Also, by having to move your fleets out you are losing your Logistics advantage, thus negating the one advantage that Mil SBs have in that regard. Mil SBs are pants unless directly attacked (and even then they're so weak that they fold very quickly to a half-way decent fleet), but no-one
Once again, point being that no matter how massive your garrison if you can't prevent the enemy from swooping right past it to get to its primary target then what good are they. If you could move a larger number of ships around as a fleet within the SB's ZoC, or have said stationed forces auto-join battles within the SB's ZoC as 'rapid response', then it might be worthwhile having that Military SB there instead of just parking fleets near/on your worlds.
Off the top of my head, there are a number of things that could be done to make Military SBs worthwhile:- Increased auto-repair for fleets stationed within its ZoC. Increased Logistics for fleets stationed within its ZoC. (Although when moving a boosted fleet out of ZoC there will need to be a pop-up telling you that you need to break the fleet up first.) 'Free' rapid response Fighter Wings that automatically join any battles that take place wi
The point being, Nas, is that you don't need to attack them first in order to get to your primary target; you just- move round them. Military SBs need to be able to project some of their power, in a meaningful manner.
Starbases. Singularly the best and worst thing to happen to GC3. My main beef with Starbases is that they require _way_ too much micro and what little labour-saving tools we have to mitigate some of that are useless if you care about not wasting resources building stuff that's over-spec'd (or under when you design multi-construction module templates) for the job, i.e., the 'request' button only builds standard template Constructors. Sta
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
Your experiences pretty much echo my own with our MP sessions. 2 . WE NEED A POP UP WINDOW to let us know its our turn. A unique and clearly audible sound effect would be enough. 5.When buildings are automatically upgraded it seems that upgrade shows twice for same building. Strangely, you see duplicate copies based on the number of players in the game; three players means you get three copie
[quote who="DarkNeuron" reply="3" id="3556702"] That doesn't sound good. [e digicons]:([/e] Haven't dived into MP yet myself. [/quote] I should have noted that we've yet to try the latest build. Thus far, in any build, we've not made it past 100 turns; crashes become too frequent to cope with. (As it happens the last unrecoverable save point was a desync: every time I tried to move one ship out from any base/planet two would
In MP it seems to be worse: the client sees different results to the host, yet the host's results are the ones that carry. Some UP decisions don't seem to survive a reload, e.g., I [client] was voted Chair and yet after reload the host was Chair.
It's seemingly not balanced against anything sensible, least of all MP (which is pretty much busted from any perspective). If it were balanced against SP, as you seem to indicate it might be, then the AI would be able to make use of the many exploits this game currently has available. Not once have I seen the AI let rip with super-dense micro-carriers that teleport endless missile fighters around the galaxy at will. Actually I've not seen it make even passable use of
It's things like this, and the great many linear stacking bonuses, that make GC3 a non-starter for any kind of MP that isn't just teams; GC3 ceases to be a 4X game with any sense of narrative and instead becomes a 1X (eXploit) game. It's at time like these where I find myself disagreeing with SD's take on the importance of balancing. Yes, exploits will always creep through to release and will require hammering down thereafter but even some of the basics in
Clear out any ship designs you might have in %user%\My Docs\My Games\GalCiv3\designs. When in MP don't use the ship designer as turns transition otherwise the game will likely crash and leave a broken ship design in your %user%\My Docs\My Games\GalCiv3\designs that will cause _all_ games to crash when you try to start them.
UP is still busted as well: on the host UP resolutions are declared even before any of the clients have voted. Also, if a client is Chair then the game is reloaded it seems to forget that detail. Given this, and the map problems, it looks like restoring a MP session forgets a fair bit about what the clients had set/chosen, were doing, and had explored. The game crashes quite a lot in MP and with client data not all being saved it makes for a very, very frustrating ex
Replete with poor grammar; something of a Stardock trademark it seems.
Still crashes during MP, mostly when someone is designing a ship. When restoring from a save game the map is messed up with large square chunks of explored space turning unexplored. Econ wheel also resets itself for the client on save load, which can be a colossal PITA when you've got lots of colonies.
MP is still something of a crash-laden experience. The first 50 turns or so tend to be okay but things get increasingly worse from thereon in. If keeping the map size down reduces the number of crashes then I'm all for it. Mined ewe, I've still not made it past turn 100 in a MP game where the number of crashes doesn't become prohibitively frequent.
Only mildly surprised that Culture spread isn't also yet another linear additive stacking effect. It's a shame that decision didn't translate into some other areas of the game.
Looks like a stoned Gibbon.
Generally agree with the OP; if you are playing for maximum gain then the micro required becomes unwieldy, to say the least. Such micro is prohibitively impractical in MP, not only because of the excessive turn length but also on account of a bug that resets your Econ wheel on non-Imperial setting worlds when restoring from a save game.
You can drop them right in the heart of 'enemy' space almost without challenge. Playing against a Human such an act would probably start a war but against the AI it gets slightly irritated at worst, and such irritation is easy to mitigate with the odd trivial gift here and there. The AI doesn't seem to consider culture warfare as a credible threat.
Every linear additive stacking bonus needs looking at in this game. Honestly, you should look at how daft Drives get with this sort of abuse: fleets have so many moves they're effective teleporting stacked death around the galaxy at will. The end game in GC3 is pretty silly really; the game just falls apart. One diminishing returns formula to rule them all, One forumla to find them, One formula to bring them all and in the da
Stardock would do well to include step-by-step instructions somewhere for people to clear out their Cloud data because I know of at least three other people who this problem affects when trying to start a MP game. Better still, find out what's broken about an individual's Cloud data and stop it from being created in the first instance.