Late game life support is very cheap mass-wise, but you'll have to equip your own ships in the designer. You can build darn powerful ships with a lot of range. I did it on an insane map with a couple starbases placed centrally in the galaxy.
eviator
Love it! Glad I became an elite founder. :wipes drool off keyboard:
[quote who="tatsujb" reply="7" id="3578415"] I've re-read both your and my argument and it still looks like you're hitting yourself to me. [/quote] Well I guess there's nothing I can do about you misunderstanding my point. I mean my first sentence was about as clear and concise as you can get. [quote] to be clear : there will be less boring maps if hovers can go over water and units that make contact with the ground
[quote who="tatsujb" reply="4" id="3578384"] Quoting eviator, reply 3 The game requires impassible terrain. Right now some is mountains, and some is water. Perhaps they could use canyons instead, but if all maps are just canyons and mountains, the maps are going to look boring. I'd rather non-realistic non-water hoverc
The game requires impassible terrain. Right now some is mountains, and some is water. Perhaps they could use canyons instead, but if all maps are just canyons and mountains, the maps are going to look boring. I'd rather non-realistic non-water hovercraft than boring maps.
Awesome, can't wait! So wait, the AI is already strong enough to beat you consistently without cheats? That is impressive. 1. Are you envisioning "additional resources" to be buffs/abilities that you get as long as you control the area, or buffs/abilities that you need to recapture from time to time MOBA-style? I kinda think both might be cool. 2. In the current alpha you can click a T2 or T3 unit and request additional subordinate units. That is a ridiculously awe
Logistics provides: - encouragement to expand (need more power to make more logistics buildings to make more units). Redundant because we already want to expand to get more resources and prevent an enemy computronium victory. - dictates the pace of the game (unit counts go up as the game progresses). Redundant because limited resource gathering prevents us from making too many units too fast. - provides a platform to balance factions and units (sometimes it's easie
To make the game feel more like a war and less like an ever-escalating battle, you need to entice players, force them really, to play the game like they are conducting a war. I recommend watching "WWII From Space" on Netflix, a documentary that does a great job of giving a high-level war-scale picture of WWII once the U.S. got involved. 1. Strategic objectives. This isn't just about gaining access to more resources so you can build more units. Defensive outposts to control choke p
There is a fleet management screen. Not sure it fits your needs, but so far works okay for me. Lists though, man the lists become useless after about 30 entries without meaningful sorts.
Eugenics, the progressive dream.
I've tried the mod, works great! Now that I've seen it in action I see how it can be exploitable. For now I'm enjoying the reduction in micromanagement, and trying to minimize double-dipping. If Stardock ends up creating a UI element that does it without exploit, I will start using it. How much micro did it save? I specialize my planets, some planets are full manufacturing and those planets support shipyards, with the production wheel set to 100% manufacturing. I keep my s
Awesome, I made this request just yesterday, and you happened to deliver same day! https://forums.galciv3.com/469514
Due to constructor spam for resources I have turned resources off for maps of Large and bigger. Need those governors man, ASAP.
You are all wrong, it's them chemtrails.
[quote] If the game developers had infinite time, they would create a second system that runs along with the first system. So that way players can choose between systems. Fine by me. Except that I think they have better things to deal with. Every time you colonize a planet you can tell the governor to turn off automatic upgrading. [/quote] Well if planet production micro isn't something they care to impro
For what it's worth, there is a wide gap between someone who uses the global production wheel only, and someone who eeks out every single 10th of a point of production. I fall somewhere in that range, where I will make some planets generic under the global wheel, and many planets specialized but not to a silly degree. On a scale of 1 to 10, where 1 is global wheel and 10 is eek out every point, I am at about a 7. Some examples: All planets have at least one or two factories to mak
When you have no buildings to build or upgrade on a planet you must build a project or set social production to 0 to get past the "Idle Colony". Many times I don't want to build any of the existing projects, I just want to put that unused manufacturing into ships. Right now I'm forced to set the planet slider to 100% military. Instead, I would like to build a "Fund Shipyard" project, which gives the social production to the shipyard with no loss. This project should be available at th
Confirmed, that is exactly how it works, thanks for the info. So I guess this isn't a bug then, just another example of the game needing more polish during this beta phase.
The 1.10 patch notes say "Request Constructor Button currently builds a basic constructor instead of latest constructor". I have not found this to be the case. This image shows me requesting a constructor, while researching the Life Support tech. The one and only shipyard on the map fulfilled that order with a Shaper M5.
Good thought. However in this case it queued a new M3 constructor in the shipyard.
shameless bump, don't ban me please.
Re-read, brother. My OP in that thread provided a few solutions, including yours. I called them Profiles or Templates instead of Groups. Your idea is a good one, but not novel.
Already discussed here: https://forums.galciv3.com/469307
[quote who="Rennno" reply="79" id="3576232"] Question not 100 sure if my game version is upgraded it still shows ver 1.1 . Is it suppose to show ver 1.12 now? [/quote] Browse to the GalCiv3.exe executable, hover over it, and it should say 1.1.12.0 for version 1.12.