Horrux

Horrux

Joined Member # 6026512
1 Posts 11 Replies 537 Reputation

[quote who="SchismNavigator" reply="9" id="3783892"] First time seeing this thread. I'm making a note of some of these things in your original Steam thread and will pass them on to our designer. [/quote] I have over 1,000 hours in the game, but a negative review on Steam because of this issue. I mean, the game plays well enough on small and medium maps, and after you get a feel for it and want to try out the really big ones, that's where all the problems crop up. To

11 Replies 67,652 Views

[quote who="Horrux" reply="4" id="3690383"] I have built most of my list of much-needed tweaks and improvements into a single post on the steam forums. It's here: http://steamcommunity.com/app/226860/discussions/5/1471967615849168606/?tscn=1506328340 [

11 Replies 67,652 Views

I have built most of my list of much-needed tweaks and improvements into a single post on the steam forums. It's here: http://steamcommunity.com/app/226860/discussions/5/1471967615849168606/?tscn=1506328340

11 Replies 67,652 Views

Build cargo-sized ships with just engines, life support and sensors. Also, auto-explore is terrible. One might think that the programmers who made it would have the ships reveal the galaxy paintbrush-style, dithering with paralel lines, but nope. It just goes at random and is terribly inefficient, not to mention nonsensical. So manage each of these eploration ships individually, send it in a straight line, then adjust course when it gets there, then let it run for some turns until it reaches

125 Replies 735,708 Views

It's really easy making tons of money making games. You just have to leave the beancounters out of it, and have the game made with passion, not accounting skills. Just ask CD Projekt Red if they're profitable... They won't even hear the question. You know why? They can't hear ANYTHING under that mountain of cash.

125 Replies 735,708 Views

[quote who="admiralWillyWilber" reply="60" id="3685398"] Thanks the civics was great. I like your idea about more tiles. I have said, and would like the last terraforming tech to be continously reusable until all the land tiles are used up. I think the problem is probably a carry over from two unless they fixed please correct me if this has been fixed. Is that the ai will terrAFORm every tile even if there are other unterriformed tiles. This could be solved by checking to see

125 Replies 735,708 Views

[quote who="Purdypog" reply="40" id="3684274"] As someone who has a few thousand hours in Civ5 I like the game - that much should be obvious. But, it is somewhat apples to oranges with a space game. Frankly, the real innovations I have seen are in Endless Legend and Stellaris/Paradox stuff. EL has the lovely art work, distinct civilizations, fabulous adjacency bonus(s), and the 3d landscape. Paradox hammered home the epic strategy slow to develop stuff. <br /

125 Replies 735,708 Views

[quote who="Publius of NV" reply="10" id="3684459"] There is a mod that introduces new terraforming projects that require resources. For the Crusade version, go to https://forums.galciv3.com/469459/page/2/#replies and look for my post on May 4th. [/quote] It disadvantages the AI tremendously though.

11 Replies 58,316 Views

[quote who="Publius of NV" reply="45" id="3676011"] Yes, I've seen the AI use these improvements also. [/quote] Yes, but they sort of rarely use them. For example, say a planet is class 10 but has 15 tiles terraformable with the lowest of the mod's terraforming techs. A good AI would quickly build a tile, terraform one, and so on, provided the manufacturing is OK, until it quickly reaches class 25. But its behavior seems hard-coded in the game, expecting only a few tiles

79 Replies 463,728 Views

Well that's why you can mod the planet classes to give you, say, 20-26 at 4% probability, and then, 27-60 at 1% if you like. Of course, whoever finds these very few "god planets" will get a serious advantage. But hey, the first to stumble upon a bunch of things is also at an advantage... But personally I just found that the class 5-13 bracket seemed to be almost ALL the planets, and I find them too damn restrictive. And it's not like it isn't fair to the AI. It will handle any planet

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I so agree! Thank you so much for making this detailed post! I have noted a bunch of interface and other rough spots in another thread , which I hope you will agree bears bundling in with yours. This game doesn't need more DLC. It needs polish and tons of it, BEFORE the next DLC. We buy the game, we buy the DLC... In my case, and I think many of us here are in the same boat, because WE WANT TO SUPPORT YOU AND

28 Replies 330,690 Views

I have modded my planet class on my game. It is extremely easy. I find that overall, planet classes are too low. So much land gets unused, or the continents are tiny, whatever. It just breaks it for me­ when I can build one food, one manufacturing, one research, one wealth, one city and the capital. Done. Oh yeah and now you have those harmony crystals... Keep it and sacrifice 17.5% of your usable land, or what? That just makes no sense to me whatsoever. Planets are BIG. I much ra

11 Replies 58,316 Views

[quote who="treborblue" reply="1" id="3682995"] There are mods available that allow multiple terraforming of tiles. Search nexus [/quote] Yes, but I have been reading here and there is a lot of talk about most or all mods pre-Crusade being broken...

6 Replies 26,068 Views

Hi, Sorry but before I download and mod my game, does this allow me to set higher planet classes? That's the only kind of mod I am looking to add to this game ATM - just set the classes from 3 to 25 for normal worlds and from 20 to uh max - (terraforming tech)... Something like that, if you get me...

10 Replies 48,912 Views

Like, instead of 15 for normal, bring it to 25 And for uh, extreme or whatever, precursor... What's the maximum tiles? That minus the number of terraforming techs we get. Or maybe a mod that allows different terraforming parameters? I dunno, I get bored with class 8 planets ... :(

6 Replies 26,068 Views