I am really impressed with the work and dedication. Thanks a lot for all of this.
erischild
The Drengin are focused on military and getting those ships out there. It causes them to have relative weaknesses in economy and research. To deal with them you will have to better use your economic management to either build bigger fleets or better weapons/defense. At advanced levels you can deal with ship roles, but right now you should be focused on gaining an edge in numbers or tech. It is possible for them to have a higher faction power than you because of sheer s
[quote who="nindisp" reply="4" id="3640778"] cheers - i'll give it a go. it's a shame these games aren't actually fully functional at release, seems next time better to wait a yr or 2 and then get them on sale with the dlcs bundled in. [/quote] The phrase "fully functional" is a subjective term. The game GC3 worked and was entertaining to many people upon release. That is one definition of fully functional. The game GC2
[quote who="erischild" reply="75" id="3634034"] Quoting Frogboy, reply 67 Quoting rap33042, reply 66 I know this is mino
[quote who="joeball123" reply="11" id="3640202"] Quoting erischild, reply 9 A mechanic like Coercion should not be there to provide an obstacle to the player, it should be there to provide a trade-off between specialized and generalized resource allocation. However, as implemented, they may as well have
I will speak up and say that the coercion mechanic is a well designed game mechanic. I hate it intensely and avoid it obsessively in-game and that is why it is there. :) You are free to feel differently, but please do not assume that anyone needs firing for what some people think is a very good idea. Find some other reason to fire people, instead. There was plenty of heated discussion of this subject while you were gone. If you are really interested, it wou
I use a tech lead and mass production to dominate the enemy. I monofocus on one weapon type, usually beam or missile. When they start building defenses, I start building bigger weapons. It's all very simplistic. I do adapt defenses to the primary weapon of the current enemy at war. With a bit of logistics I start throwing fleets at them, multiple fleets as necessary. A couple of times that has not been enough and I used resource-based fleet augment supp
I created a Space Mace, but Claymore is an excellent designation! And I love the faster cook times!
I'm just surprised that no one has asked for GalCiv to be adapted to VR display, yet.
[quote who="androshalforc" reply="17" id="3639308"] Quoting pshaw, reply 15 Quoting erischild, reply 14 I remember some
Possibly related: When I change focus for a planet, the build times do not change immediately. If I exit and come back they update. If I stay there and keep clicking different focus changes, the values displayed change, but are always one click behind. Again, this will update if you exit and return.
[quote who="zuPloed" reply="3" id="3639102"] About the AI colonizing fast: The AI most likely just knows where all colonizable worlds are at start. Else I can't explain some of the incredible snatches they pulled on me early in the game. [/quote] There is no "probable" to your insinuation and speculation statement. Stardock is quite proud and insistent over not giving their AI cheats beyond the published difficulty bonuses. &n
I remember some discussions during Alpha over whether or not this was a good idea or not, and the consensus seemed to be not, especially in Stardock. So, I am not surprised it is a bug that will be stomped on firmly.
You can set the command line option in Steam settings so it comes up in the right mode regardless of the shortcut you use.
I agree they are expensive. And there aren't that many percentage bonuses for production, either. So, it is hard to make back your original investment in credits with return in production. I think the price should get discounted as you get mining techs.
4 colonies is easy. Use the starting colony ship to settle a planet, take the Pragmatic choice, take the Ideology trait Builders to get three free Constructors, upgrade the constructors into cheap Colony ships you pre-designed, load up the new Colony ships and away you go. How your Altarians did it I have no idea. Nine ships sounds like god-like mode where they get free ships. Or else someone bought a bunch of cheap scout ships. Sometimes you get
I have noticed a long delay as well. My first 1.8 game I had turned off FOW just to look around. Ended up trying that map for a bit and the turns felt like I was in late game. I thought it was the FOW. I generated a new map and started up. The turns were about the same. It may be that the turns times don't slow down as much. We'll see.
Some people! Give them a gift and they complain because the ribbon ain't shiny! It's a free planet! Acceot it and move on! ;)
Hmmm. Just started a game myself and it is auto adding new planets to my shipyards. You may want to put in a ticket.
Yeah. It does that. I expect the devs consider this as WAD. You stopped, you paid the movement penalty. It reminds me of the slow rolling stops many drivers do at stop signs, not that I would do anything like that myself.
It is not a constructor function. Finally, something you don't need yet another constructor for. :) (Actually I love constructors and watching clouds of them roam my empire improving things.) If you select the asteroids, it will let you "Buy" an asteroid mining station on that patch of asteroids. It costs 500 credits and gets you 1 production per turn minus whatever the distance decay is. I don't know that one yet. Edit:
I finally got around to starting a new game and seeing this mod in action. Great work! I really like the additional art assets to stare at.
Founders will receive the expansion. Stardock has clearly stated that this is part of the GC3 founders package.
I have 14 factions on an insane map with common stars and planets, tight clusters. I have lots of stars and planets and room. So does everybody else. I have played games with a bunch more crowding. I have played games where things are very sparse. The settings are there to be explored. You are not doing anything wrong. You just haven't tried everything yet. That part is pretty easy to fix. ;)
The staffing adjustment is an important point to me. I hope it means that some of the polish things can get done while Paul and others can keep general bugfix and development going. Keeping up a stream of DLC is all very cool and I have already praised the latest example, but the work on the core ingredients is what will make GC3 a worthy successor to GC2. It is already well on the way, and these decisions are encouraging. Thanks, Brad.