Does the AI work to get rid of bad hero traits when you lose units?
UnleashedElf
[quote who="Alstein" reply="9" id="3445903"]High-quality small ships could work if the logistics were low enough, or as defenders, or if larger hulls had a high enough cost.[/quote] It really depends on if there's a need for such units towards the end of the game.
[quote who="EvilMaxWar" reply="4" id="3445900"]I agree with op that race/alignent specific government models could be a very interesting addition. It is in the same order of ideas as the race specific tech trees that I like so much in ToA[/quote] Each government in that case would have a unique set of advantages and drawbacks modified for each culture.
[quote who="The_Biz" reply="3" id="3445944"] in terms of the actual 4X genre and its original target audience, it has been downhill for quite a while, mainly because of there being negative progress since civ4/galciv2[/quote] This is my great fear. Civ V I think was a huge step backwards for the genre as a whole.
How well will this new game support modding? Will it be as easy to mod as FE LH was? Will it be an expansion or a totally new game? And if it is new, will it be an x64 game?
So does everyone here think that no changes are needed?
[quote who="RonLugge" reply="1" id="3445878"]Agreed. While it's likely that democratic societies are electing some planetary leadership once they get that ability, this still works if the central authority simply appoints someone (like a General) and that person leads the planetary government however he sees fit.[/quote] Yes, but take for example the Drengin. I don't think they'd have anything close to a "republic" or a "democracy". Mo
[quote who="EvilMaxWar" reply="5" id="3445856"] Quoting Tridus, reply 3 At which point we'll instead have people complaining about how small ships are useless once larger ones are researched. Isnt it already the case? In galciv 2, larger hulls always give you more bang for your buck. And obsolete ships do 0 damage to a properly defended ship, making it totally useless, Beside for military ranking in diplomacy. In my last game
[quote who="Gaunathor" reply="1" id="3445829"]In all seriousness, I really hope Frogboy's plan will fix this. It got really annoying sometime.[/quote] I think it'd be easy to cut down on ship spam. Just make the game so that it rewards larger more powerful ships and have the AI favor larger more powerful ships, decommissioning or upgrading the ones that get rendered obsolete by technology.
I was thinking, do you think that 4X games are still a potential growth opportunity in the future? It probably will never reach the point of say, WoW, or LoL, but seeing that GC2 has sustained some pretty impressive sales figures right into 2013 (and maybe 2014), do you think that the market for 4X games is growing rapidly these days?
[quote who="atlatea" reply="13" id="3445657"]I rarely spam henchmen, mostly by the time you can get all of them to useful level, the game is already decided. Although 2 or 3 commander henchmen with exp buff traits is insane to level either champion or units to insanely high level due to henchmen doesn't drain exp, they count as units to other normal champion. Unfortunately altar racial traits doesn't synergy with level, unlike Pariden or Magnar traits (they have single target spell th
In GC2 , we had a system where we started with Imperium, then upgraded to greater degrees of local freedom up to Star Federation in exchange for economic bonuses. For the "good" and maybe the neutral factions (some of them), it may make sense. But for others? - All of the good factions are probably democratic - Human may very well be democratic - Arcean? Sounds more like the Klingons from Star Trek; probably not demo
[quote who="Lucky Jack" reply="9" id="3445758"]So you are taking about the game, not what the real future may bring?[/quote] I think that if we look at the game descriptions of Terran, Altarian, and a few other of the "good" societies, a democratic society is very probable. By contrast, the Drengin are probably an autocracy or a military junta. Edit: I've opened up a thread on it: https://forums.galciv3.com/45222
Ah I see, so that makes sense. Thanks. Is there any way to convert the ship parts over?
There's an old ship pack that I downloaded. Anyways, some of the ships are not showing their parts. Is this because of missing parts or some other error? Original: http://library.galciv2.com/index.aspx?m=845
[quote who="Lucky Jack" reply="6" id="3445653"] Quoting UnleashedElf, reply 5I don't know if a feudal system is appropriate for a space faring civilization I find this a very interesting subject, that could be turned into a question: What form of government is best suited for a space faring civilization?[/quote] Well, looking at GC2, logically, it would progress from an Imperium to a democratic type of rule. [quote who="Lucky Jack" rep
[quote who="Lucky Jack" reply="4" id="3445627"] Quoting ElanaAhova, reply 3One might envision their sovereign as more of a lineage / ruling family. This is the first time I have seen anyone attempt to apply abstraction to any characteristic of the GC series. GC has many characteristics which must have abstraction applied to it before one can really get into the game. The idea that a single image on a map represents a single item is a huge stumbling block, as can be seen
I'm thinking that caravans need to be changed: 1. Either they need to be turned into something graphical only 2. They need to be units that we can customize and design (kind of like trading vessels in GC2) that way they can defend themselves
It may very well be that. I was thinking that it would affect diplomacy too, you could customize the look of your sovereign and a few other perks.
Would GC3 benefit from a sovereign-like leader? You would pick your race, then you would design your leader, giving them traits. Then you would assign them onto a ship and that ship would get bonuses for housing your sovereign. As your empire expands and you build better ships, you could assign them onto more potent ships. They could also garrison planets for other bonuses.
How well do you find the AI adapting to the new ships design? I think it's a step forward - the fact that defense can now keep up with offense. I don't see the AI favoring any particular class right now, but my bigger concern is that they don't always respond well to my choices. Out of curiosity, has anybody ever had an AI fight the peacekeepers and win? Edit: Also Twilight default directory is: S
[quote who="admiralWillyWilber" reply="1" id="3445361"] Well here what I would like to see changed in this area. I think that ships should gain abilities when they level up.[/quote] So are you suggesting "paths" or some other method? [quote who="WIllythemailboy" reply="2" id="3445388"] Quoting admiralWillyWilber, reply 1 Well here what I would like to see changed in this area. I think that ships should gain abilities when t
How much is the capability of ships going to scale in GC3? Will it still be a percentage? Or will it be something else? And how big are the gaps between tiny to huge (or the equal in GC3) going to be? What will the impact of miniaturization (if it exists still in GC3) be on those ship sizes? And finally how do you think GC2's ship design system should change? Personally, I'm not a fan of the pe
We need a way to balance henchmen, seeing that Altar can simply spam them. Ideas: - Increase upkeep costs drastically? - Some sort of cap relative to the size of your empire?
[quote who="atlatea" reply="10" id="3445339"] Answer to the OP question: Defender is better. Unless you're Altar or custom faction with that henchmen trait or have earth spellbook tier 5 (giant form + diamond skin). Only with this, i can consider warrior equal to defender, perhaps better. I will only highlight the henchmen, because the earth spells are self explanatory. ... Also worth mentioning is growth spell can stack if it's from different henchmen, not