Thecw

Thecw

Joined Member # 4823684
9 Posts 206 Replies 3,544 Reputation

I do not know if it is a bug or by design, but here i go: In the planet screen the total cost for an improvement (upgrade) is shown while the actual cost is the difference between the total cost of the upgraded improvement and the improvement it upgrades from. Furthermore there are various inconsistencies with the shown number of turns/costs. In the screenshots i show the upgrade from the "Fertility Center" to the "Replication Center". First with the "Fertility

3 Replies 4,562 Views

[quote who="Echelion" reply="7" id="3496507"] Unless their heading for one of my planets or I'm checking what type of weapons/defences a certain enemy is using I dont analise every fleet on the screen/map I'm too busy playing the game myself mate [/quote] So am i [e digicons]\o/[/e] . But, when i go on the offensive, i tend to wage an undersized and overreached campaign. Meaning most of my fleets are weaker than the enemies fleets (think: 1 transporter plus

11 Replies 6,167 Views

[quote who="Echelion" reply="5" id="3496493"] Quoting Thecw, reply 4 Quoting Echelion,reply 2 I dont know what their gonna do in GC3 but in GC2 you could click on a enemy fleet/ship in your sensor range (visible on screen but not docked on enemy planet) and it would bring up a fleet screen with what ships are in the fleets and you could click on a individual ship in that fleet and findout via its intelligence screen what its components were? You can alrea

11 Replies 6,167 Views

[quote who="Echelion" reply="2" id="3496486"] I dont know what their gonna do in GC3 but in GC2 you could click on a enemy fleet/ship in your sensor range (visible on screen but not docked on enemy planet) and it would bring up a fleet screen with what ships are in the fleets and you could click on a individual ship in that fleet and findout via its intelligence screen what its components were? [/quote] You can already look at the details of an enemy ship, whether it is on i

11 Replies 6,167 Views

[quote who="erischild" reply="1" id="3496479"] I'm not too sure about this. I have deliberately designed ships whose ship type is well disguised, specifically to confound the enemy in situations as you describe. What happens to my clever "camouflage" if the game sticks little label icons on everything? I don't even want the AI knowing which of my ships is which until one of them starts shooting, let alone some player like you. [/quote] We can have i

11 Replies 6,167 Views

On this moment when you click on an enemy fleet (or stack) it is not directly clear what kind of ships are in the selected fleet/stack. So to determine if, when and where to attack enemies fleets you now must look at the tooltip or ship details for each ship in said fleet/stack. Let say to following situation occurs: Two enemy fleets approach your planet, but you can only intercept one. To determine which to intercept you need to know if there are any transporters in one of the two fl

11 Replies 6,167 Views

When you build a cluster of improvements it is advantageous to maximize the adjacency bonuses, however not always is a desired building available yet. Lets say i want to build a manufacturing cluster of a ring of production plants around a fusion plant (or "Manufacturing Capital" / "Singularity Plant"), but the fusion plant has not been research yet. I can either: Build the ring and leave the center open. But this losses a lot of adjacency bonus levels. Build

6 Replies 3,076 Views

eviator, My pleasure. [quote who="eviator" reply="4" id="3496424"] With the TechPoints knowledge I knocked it down to turn 275. By turn 205 I had all the research I needed, I was essentially just waiting for all my improvements on Earth to upgrade (70 upgrades, 1 per turn). This with 8 planets, none above class 12 (to start), and no particularly good event, planet, or tile bonuses. With some micromanagement of research and smarter initial placement of some of my starting

11 Replies 118,175 Views

This describes roughly my order of research: [quote who="Gilmoy" reply="3" id="3496413"] Plan ahead for the subset (sub-forest?) of 22 AoE techs you want to end up with. Choose them to give you coverage where you want it, for the type of game you want to play. They should probably include some food, manuf/research, ship, and wealth/approval techs, and then your choice of weapons, diplomacy, trade, or influence. Make sure that your sub-forest of techs reaches the

11 Replies 118,175 Views

First of all: in that game i was rather lucky, i found 3 excellent planets and the Drengin were not really nearby. With excellent i mean not just large, but that the tiles are clustered - which gives nice adjacency bonuses. In my current game - in which i have acquired only 1 excellent planet and the Drengin are near - i go a lot slower. Because the Drengin are nearby i have to build anti-invasion vessels (think scout without life support) to protect my planets. They do not cost much to build

11 Replies 118,175 Views

I find it not tedious at all. I have 4 transporters doing the migration thing. Compare this to the 60 battle ships - most of which are simply stationed on planets to prevent invasion. Another 20 fleets each made up out of 1 overlord and 1 transporter are en route to conquer a planet. Then there are 4 fleets made up of 5 Overlords each doing the actual fighting - if you can call it that at all. Most of my time i spend on moving damaged battleships out of the attacking fleets se

14 Replies 19,320 Views

At the moment the population base growth is a fixed 0.1 per turn. This means independent of the current population size or availability of food surplus the population will grow by 0.1 (plus any augmentation by growth modifiers). You can accelerate your growth by building certain buildings (hospital, etc) and/or researching growth modifying techs. But major growth can be achieved by producing "Birthing Subsidies" on strong production planets. For argument's sake i will igno

14 Replies 19,320 Views

[quote who="Lucky Jack" reply="16" id="3493282"] So you are also saying that if you sell me a warship I can't reverse engineer it to get the techs used to build that ship. [/quote] Correct [quote who="Lucky Jack" reply="16" id="3493282"] Which is probably why they made it a toggled option in the first place. [/quote] In GalCiv2 it was up to the player whether to allow brokering or not; so i hope this will be the same in GalCiv3. I person

19 Replies 34,344 Views

[quote who="Lucky Jack" reply="14" id="3493274"] What you are saying is that if I didn't research "automobiles" or some component there of, I could not sell the car I bought from a ne w car dealer (a trade of money for the car) to someone else. [/quote] I am not saying that at all. What i am saying is "if you didn't research 'automobiles' then under tech trading you can not sell the tech 'automobiles' to someone else". If you trade money f

19 Replies 34,344 Views

[quote who="Larsenex" reply="12" id="3493270"] Ok that is much more clear. Again in the example. If the Drengin have Planetary Invasion (Age of War) and they are the ones who got it and did not trade for it, they could give it to me, even if I was in a lower Age or not near it in unlocks... [/quote] Since they researched it themselves it does not matter whether tech trading or tech brokering is active. So you can get it from them.

19 Replies 34,344 Views

[quote who="Larsenex" reply="9" id="3493265"] It still does not make any sense. For tech trading you are saying you have to have 'already' researched it in order to trade it, however that makes the actual trade (impossible) since the party who wants it cannot get it if they did not research it. [/quote] The party who wants it can get it from you, as long that you have researched it. If you got it through trade yourself, then yo

19 Replies 34,344 Views

[quote who="Lucky Jack" reply="8" id="3493264"] Also, it is hard to see where trade would require you to be an original owner of a tech (such as having researched a tech). As long as you possessed the knowledge, regardless of , why couldn't you trade it? [/quote] It just a game mechanic to control how technology spreads. No Tech Trading: 0-order spread of technology. You want a tech, research it yourself. Tech Trading: 1-order spread of technology. You wa

19 Replies 34,344 Views

There is no contradiction. [quote who="Lucky Jack" reply="5" id="3493257"] Is it just me, or am I seeing a contradiction in definitions? Perhaps Gilmoy has it the only way it could be. T: "I'll trade you 'Beam Weapons" for 'Missiles.'" A: "Since you have not researched 'Missiles' we can not trade them to you. You will have to get a broker." [/quote] Tech trading: T:

19 Replies 34,344 Views

When you are forced to select the last remaining ideology in the benevolence tree upon clicking the "unlock" button, either: 1) the game simply hangs or 2) the windows "Program not responding" dialog pops up or 3) you crash to the desktop. No crash (dump) files were generated. I was working both the benevolence and the neutral tree. Ticket already send in.

1 Replies 2,899 Views

When you select a ship and you move the mouse, the target hex is colored light blue irrespective of the number of moves the ship can move. I would like to propose that the highlight of the targeted hex might give a visual cue of the number of turns it would take to reach said target. For example: If the distance is less or equal to the number of moves the ship has left for this turn, color the highlight green. If the ship can reach given target location before the end of the

5 Replies 2,833 Views