eviator

eviator

Joined Member # 6176744
67 Posts 739 Replies 3,542 Reputation

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.

7 Replies 17,828 Views

[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

20 Replies 75,572 Views

[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

20 Replies 75,572 Views

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.

20 Replies 75,572 Views

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

47 Replies 212,542 Views

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

23 Replies 62,445 Views

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

65 Replies 434,248 Views

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

8 Replies 30,700 Views

[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

69 Replies 269,630 Views

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

69 Replies 269,630 Views

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

8 Replies 30,700 Views

[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.

90 Replies 241,081 Views