[quote who="DivineWrath" reply="10" id="3415711"] What I don't like about them is that they seem to colonize worlds but then do nothing with them. They don't even put a starport on them. It greatly annoys me because I can keep up with them and sometimes they nab planets I would have put to good use. This is on games where there are a lot of worlds to go colonize.[/quote] I've seen them take over 75% of an immense galaxy with 8 other AI's and myself
ParagonRenegade
But OP; start playing on suicidal. and the sheer number of enemies will simply inundate whatever stupid quirks the AI has. For instance, I was playing against the Drengin on suicidal, only for them to find the telenath and get like +3000% race abilities across the board. They had this weird little bug where they wouldn't move around some of their ships, and they just sat there like stupid, red bricks that looked like fish. However, there were so many of them (Literally tens of tho
[quote who="Tridus" reply="3" id="3415614"] It's like saying "remember that weird noise that a Ford Pinto used to make? They should fix that in the 2014 Fusion."[/quote] I laughed for a good few minutes. Thank you so much
I would hope so, considering that the memory limitations were the main thing holding back adding moar races. I'd like this as well
[quote who="Gaunathor" reply="15" id="3414966"] The baseline Krynn consist of multiple races from the same world. Ynrhed is a representative of only one of those races. Also, everybody can be a Krynn (even that Drengin over there), because they are a religion, not a race. [/quote] I know, but the "baseline race" of their leader is completely different from the others we've seen. That's probably what they're talking about. [quote]I still find it p
[quote who="Gaunathor" reply="7" id="3414800"] Edit: All those new informations lead to a lot of questions.[/quote] I can answer a few of those :3 [quote] Whyare the Yor no longer a Collective, and what is the meaning behind calling them Singularity?[/quote] They probably achieved a technology singularity in the time since Galactic Civilizations 2. Basically an exponential increase in processing power and technical ability. [quote]Why is it
I need MOAR Stardock! Don't tease us like this!
I know for certain that there will be component auto-symmetry feature, so creating mirror symmetry should be much easier. That being said, it's probably not feasible to seriously augment the ship designer they have in development at this moment, maybe in the first expansion? That being said, all of these are good ideas :3
Are you sure you're a newb? You listed everything veterans want improved lol All of these are more-or-less goals of the dev team, so don't worry :3
I'm not sure about this: On one hand, this would be a very interesting in that it could add several new dynamics to the relatively stale planet management, but on the other hand this looks like this would add huge amounts of complexity and micromanagement. And when you consider multiplayer, this may be a bit much. It's a good idea, but not for Galactic Civilizations 3 in my opinion.
[quote who="Mac2411" reply="42" id="3414046"] Would love to see the track(s) from the Trailer posted. [/quote]
[quote who="Gaunathor" reply="15" id="3413930"] Agreed. The GalCiv series always had some RPG elements (race customisation, the Ship Designer, unique dialog depending on the race played, etc.). None of that is necessary in a strategy game. However, I would hate to lose it, because that is part of what I like about this series.[/quote] I personally like to roleplay the different races and their motivations, and rationalize my actions in the game :D Really ad
[quote who="michaelwhittaker" reply="11" id="3413899"] [/quote] Honestly dude, when you write my brain explodes trying to understand lol. Try proofreading a bit more.
[quote who="Tridus" reply="3" id="3413760"] It would be cool. I'd imagine ots also harder to build. Hopefully they don't do what Spore did and spend the entire budget on the editor, leaving only a shallow game surrounding it. [/quote] Look at you, the big comedian. lol
Yo. Ever hear of a game called Spore? Well, hopefully not since it's a nut-crushingly shallow excuse for a game, but it did many things right. The thing it did best was the creature and vehicle creator, which if you played it, you know how flexible it was: <img src="http://i83.servimg.com/u/f83/14/23/15/45/spo
I imagine there would be a slider for "Spaced out" versus "Close-knit" or something like that. Yeah, I can see that really cutting down my Control + N adventures :D
[quote who="OsirisDawn" reply="16" id="3413228"] Nicoles Rest ... after my wife who died in 2010.[/quote] I can relate. I'm sorry for your loss. [quote who="Harmondale" reply="17" id="3413287"] When the times will come I will choose between Alurin and Miarnerie. With a preference for Alurin which sound more like a star name than Miarnerie in my ears.[/quote] Dujpiboonpol Gounaropolous <spa
[quote who="Tridus" reply="28" id="3413244"] Exactly. The question shouldn't be if it works that way in real life or not. The questions are: 1. Is it fun? 2. Is it useful to the game? 3. Is it close enough that suspension of disbelief works? I don't see how depleting resources are adding much to the game compared to how it was handled previously.[/quote] Very nice. But like in real life, resource dep
[quote who="Lucky Jack" reply="38" id="3413141"] All of those cosmetic ships running around like that would be very distracting to me. If this is done, I will desperately need a toggle switch in the startup options to turn it off.[/quote] Yes, of course, but from what Brad has said, the game is going to be much more flexible this time around. Also, given the fact that GC2 had an option for every... damn... thing... I wouldn't worry about it lol
I want civilian ships! Let them dart around in real time, since they would be cosmetic. This would be like Sins of a Solar Empire, where as a Trader Emergency Coalition player I had hundreds of trade ships and refinery ships. Such a small detail, but little autonomous ships add so much atmosphere. Adding planetary details and interstellar topography would go a long way in bringing the main map alive as well
[quote who="Mac2411" reply="21" id="3413126"] [/quote] I'd also like to ask you, since you seem to be a reasonable forum goer; what do you think about this gameplay-wise?
[quote who="joeball123" reply="17" id="3413023"]snip[/quote] Your response really gave me pause, I appreciate it! But responding to you on the realism front, you should keep in mind that we wouldn't use resources for just ship building in this setting, we would consume vastly more building space stations, improvements on planets and in research, completely ignoring "off-screen" consumption building cities and consumer items. This alone would increase resource consumption t
[quote who="chuck1es" reply="329" id="3412951"] ...the AI updating its own behavior and tactics/strategy through Stardocks server... [/quote] Skynet is coming.
[quote who="John Falkenberg" reply="12" id="3412761"] A lot of the commenters here clearly dont understand issues like EROEI and depletion rates. You dont have to 'run' out of physical ore or energy source or whatever your extracting for it to become uneconomical to continue extraction efforts. Since there is clearly a lack of understanding of the basics here. Humans, and (aliens) always go after the 'low-hanging' fruit first. The easiest (ch
I would really like for uninhabitable planets to not be useless as you said. Mining Helium-2 from gas giants also sounds like a prospect, provided it didn't introduce unneeded micro (like redirecting asteroid bases, ugh). I would also like for there to be potentially habitable moons, as well as multiple moons per planet. or around planets that also have rings. I dunno', there's a lot of unknowns at the moment that could preclude any of this :c