erischild

erischild

Joined Member # 4577343
13 Posts 624 Replies 1,193 Reputation

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

12 Replies 47,099 Views

[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

12 Replies 49,135 Views

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

38 Replies 123,688 Views

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

16 Replies 42,354 Views

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.

21 Replies 24,892 Views

[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

6 Replies 23,650 Views

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.

8 Replies 53,050 Views

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

6 Replies 23,650 Views

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.

34 Replies 51,019 Views

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.

1 Replies 5,931 Views

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:

8 Replies 53,050 Views

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.

19 Replies 27,757 Views

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. ;)

9 Replies 22,668 Views

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.

32 Replies 150,111 Views