In the dev stream today, I asked if it was WAD, where LEP is subtracted before multiplying any approval bonus (thus making the highest tech level approval buildings very unuseful). He said NO, and it should be fixed, subtract LEP or any other malus at the end. ---- thread closed ----
dansiegel30
Is the debug console locked in the test patch? The ` key is not bringing it up.
Nicer Explosions, but not as impressive as what I would expect from a Michael Bay production :) Cinematic Camera seems to be broken, it just gives you top down view. Free Mode does "seem" to be more forgiving and easier to control, atleast when you select it, your ships are in front of you, and you arent panning around to frickin find them.
OK, I'm thoroughly confused now. The WS introduced in 1.1 is not the steam workshop, but an independent WS hosted on galciv3.com? I did finally find the GC3 WS on steam, there was pretty much nothing in it.
Yeah, either WMD could be considered some type of cyber attack, but of course we aren't trying to be realistic here. We need balance. If Yor needs a buff, sure, maybe they would do that. On that note, Tidal Waves should have double effect against Yor, as Robots can't swim and they rust. Are you willing to accept that? :)
Star base spamming is from using them to offer support to planets. You as a player, can only mine 1 resource (or relic) with a starbase, even if you have multiple overlap. As well, if its already being exploited by another faction, you cannot use it, until the other faction's SB is destroyed or decommissioned. That's one of the good reasons to trade SBs. Mulit-overlap is "unlimited" (as many SBs as you can cram, as long as you keep each SB 5 h
[quote who="BlackSmokeDMax" reply="29" id="3566098"] Quoting Derek Paxton, reply 26 That will be coming in 1.1. But isn't in this update, look for it in a 1.1 update next week. Not really bitching here but, isn't it strange that 1.10 does not equal 1.1? Again not complaining that you g
I trade those techs even to those I never wish to form an alliance. I really dont think the AI is smart enough right now, to band together in an alliance to try to stop you. I prefer to trade away things like trade and diplo techs, and NEVER give them research, pop, approval, or manufacturing techs. I always research all defenses, so I will trade away the defenses that dont counter "my frickin lasers".
Well, I'm now convinced that large logistics fleets is OP against the AI, as it doesnt seem to care much about it. If anything, the AI needs a logistics boost in more difficult levels, and they just need to get the AI to keep its ships in max logisitics fleets, period, unless in an "absolute" safe zone.
I tried my first game on Tough, and decided to use the medium map to apparently make it more challenging. 5 other races. I played stock Terran. I didn't speed build shipyard anywhere, and had a decent colony rush, netting me about the same number of planets as everyone else. Nice thing about the smaller maps of course is that you meet everyone fairly quick, and have plenty of trade opportunities. The AI did a go
Well, one nice improvement they could do is to add filters for all of the notifications. I wouldnt mind filtering certain builds off, the UP, or even entire planets. In the OP's situation, he would therefore only see notifications for EXACTLY what he is looking for. Without filters, notifications on big games are nearly useless, with all of the clutter. Speaking of notifications, how about a notification when you have birthing rates enabled, and yo
Eventually they will all be located and supposedly easily installable on steam workshop. In the mean time (it make take a bit to get thatall working just right), you can find and install mods manually. Go to the mods folder on the forums, thats usually where peeps post their mods. Or just do a search on forums for "mod". A LOT of threads will contain them, you can tell from the title. To install a mod, you need to place the high level mod directo
I just get a few from trade, if I cant find any. Elurium Defense shield gives +3 military, so quite nice to put by the hyperion buildings. Of course, can make a planet invasion proof as well. For offense, I use it support ships. I like using beams, just because they look cool. I'm definitely all in for anyone making shark ships :) The Durantium Driver Spam is a bit OP, tried it once, didnt do it again. Next game, I do need
Is the workshop already open for GC3 on steam? I been seeing updates from steam community stating "X new items in workshop this week", but when I go to workshop and look for GC3, I find nothing. I'm COMPLETELY new to this, so it could be something quite trivial.
I use it to quickly build fleets on my front. My 5 best production planets can produce the highest tech, biggest ship in 1-2 turns, while the rest of my planets continue to build up. One of the production planets has hyperion shrinker as well, so its a very tough fleet. This helps me to not worry too much about range or movement modules on ships. It works with my reasonable colony rush (no where near as good as the patriot rushes of course), turtle up a bit and grow ta
I thought that it was even tougher than FRIENDLY, that your relations had to be CLOSE. In my experience, a trade treaty is the best and easiest single thing you can do to get you on the path to being able to create that alliance.
I know that Paul stated in the last dev stream, that in addition to planetary governors, they are looking into starbase governors (if in GC2, he certainly should know, I'm new to 4x, I have no clue!). No idea how SBs apply to a fleet's logistics in GC2, but I think that a slightly increase mtc cost would help offset some things. Currently, if you crazy spam SBs on a planet, its certainly worth a few buildings worth of near zero mtc costs. I think its
The mechanics seem ok to me, just the lack of balance. All true statements above, but if they nerf ideology points during colonization a bit, and buffed the ideological building points per turn, it would go a long way to better balancing wide versus tall. Maybe a new mechanic could be some ideology points awarded for repelling an invasion, as tall players would have toughter planets? :) Scaleable to mapsize is important too, unless they WANT ideological trai
Applause Marigoldran - you didnt boast about your way being the best, but stated what is indeed a very good strat, and asked if it could be topped. But as colonizer sounds like it will be nerfed (I recall that on the dev stream as well), back to the drawing board :)
Elurium's chance per nebula is MUCH lower than Durantium's chances per asteroid. I havent looked at the XML like TurielD, but to me I guessing thats a hardcoded modifier (well, hopefully just coded in the XML defs files), different for each resource. To me its all proportional to map size. Current experimental game, using Common Nebula, Occassional Resources, and within my proportionate part of space(1/7th), I find 2 Elurium, (and probably 25 Durantium, even though A
ShipComponentDefs.xml, states that it adds 12 base range, to the fleet. Note, it will be higher than that, as you hover over your range, and the tooltip on your ship's range will show modifiers, etc. I was experimenting with other fleet based support modules, and their bonuses are not put into the ship's aggregate either. Its a pain I guess, with the bonus not even mentioned in the module's tooltip, let alone not being shown in the ship
And certainly OP :) On a game I accidentally disabled it, I was surrounded by the bad guys, and all 3 DOWed me by turn 75. Fook that! :)
And certain customers are asked to take their business elsewhere.
As a previous developer, I lived by the creed "the customer is always right". The conundrum was when you had more than 1 customer :)
one of the notes from the v1.1 patch - I didnt catch it, I searched for sensors, but your reply about mass reminded me of this: Added an option to show design that are over mass (for modders to fix their ship designs if we change mass values) Atleast they are giving you the ability to edit the ship, if they choose to mod the mass :)