-KD7BCH

-KD7BCH

Joined Member # 6427451
3 Posts 88 Replies 132 Reputation

A good write up and definitely constructors needs to be redone. I think most people get sick of starbases themselves and the whole other game that it entails putting those damn near everywhere.

6 Replies 9,280 Views

[quote who="harless" reply="8" id="3568821"] Personally, I hate Pirates. But since you can turn them off IDK. But the combat system is kinda weak. I, personally, wish it was more like Sins of a Solar Empires combat system. I thought that was very polished. GalCiv gameplay with Sins combat would be awesome. [/quote] Merging a RTS with a TBS. They say it can't be done. Except except every Total war game ever made, MOO, MOO2, MOO

27 Replies 115,013 Views

Love how if it isn't gift wrapped and packaged just right and crafted in the specific way someone feels like reading about it that day, it becomes irrelevant feedback on here. When I said way back in 1.0 I wouldn't be patting myself on the back over the reviews of GC3 when it plays the way it plays. The level of bugdom and shallow AI continues to amaze.

14 Replies 8,466 Views

They hold it at the same time every time and they don't answer the questions posted. So its kind of pointless actually. I don't watch the replays because they drone on for a long time and the one guy talks really soft and they don't normalize the video so its like watching Flo from Progressive for half an hour. No thanks. If they actually answered some questions posted it would be great.

13 Replies 25,958 Views

Well put the only change I would insist on is if sharing a border and allied, all military techs are back on the table. In the larger games it helps to ally with the local races on one or two fronts and collectively fight an enemy who is also local.

4 Replies 6,366 Views

The only reason to not fleet up is to retain the ability for the faster ships to get there before the slower ships. Alternatively perhaps the AI calculates the logistics incorrectly and doesn't think it can fit the whole group into a single fleet so it does nothing.

52 Replies 230,689 Views

No I mean when you look at the map you see influence values. Those should be logistics values. If there is zero for logistics then you cant' go there unless you have a ship range boost. I still think some ships should be able to transit outside your basic influence range however not as far as they can right now I also think lack of borders and the way influence and borders work make lots of empty space and for fragmented empires which is just stupid. Also think that Really big fleets shou

4 Replies 17,955 Views

If influence was logistics, and you had a had a short hard limit outside the influence (logistics) border you could travel but that your colonization and starbase expansion would have to be inside the influence zone. Would drastically slow down expansion. Expansions would be much more ordered and developed along the meniscus of the influence (logistics) border. Other players sending ships inside your border would carry diplomatic penalties and allow you to shoot those s

4 Replies 17,955 Views

[quote who="Echillion" reply="4" id="3567104"] Turn the speeds up then KD7BCH [e digicons]:grin:[/e] [/quote] How? I am already overclocked as far as it will won Air lol but it isn't the cpu speed its the programming. It is wasteful and not efficient. It also doesn't take advantage of all of the cores.

23 Replies 47,152 Views

Well I run with my game install in my RAM Drive, and I've also had the install on and SSD. and my external HDD. What I notice is when it was installed on the HDD the apparent crashing due to interface lag is much more severe. I also feel the program is much snappier in the RAM drive on version 1.02 than at 1.0. Even on the SSD it feels better. It is slow as molasses though. I really with the AI was doing more while you take your turn and I wish the movement was simultaneous for the AI I m

16 Replies 9,466 Views

Ive pretty much abandoned any development for GC3. I think with all the numerous bugs and the design depth what it is, it just isn't really in my best interest in spending time on it at the moment. Maybe in a few months after a few patches.

20 Replies 17,136 Views

[quote who="naselus" reply="6" id="3566475"] ...Sadly, there doesn't seem to be a means of telling the AI to use different strategies based on things like "do you have close neighbours", "are pirates threatening our colony ships", etc. Its strategic choices are largely not based on what's happening in-game. ...Create a number of strategies, each lasting roughly 10 turns and divided by personality and ideology. There should be 4-5 different optio

54 Replies 46,551 Views

Why do these kind of threads keep popping up with obsecure wants when there are so many A- NEED NEEDS in the game that NEED to be done first like fixing diplomacy, AI, trade, and battleviewing? I mean is this even really a need it is super easy to raise funds in a really large galaxy. When does the AI even come at you looking for money and you can't say no? I just don't get it. This feels like a pitch for the shamwow and I need it because I spill a 2 liter of so

4 Replies 11,259 Views

[quote who="Thecw" reply="58" id="3564498"] Quoting TurielD, reply 57 though it feels a little high (especially as we've already downgraded to Tiny fighters and upped the cost significantly A single tiny ship normally cost 2 logistics, so a module that gives you 2 of them for just 2

71 Replies 232,249 Views

[quote who="Stalker0" reply="16" id="3563929"] This is the problem at a fundamental level. 1) Carriers provide strong offense (weapons that scale automatically with tech). 2) Carriers provide strong defense (free hp every combat). This is better than anything a single weapon or defense module can provide, and as such...OP. If carriers remain mechanically as they are, then balance requires a strong nerf. Their offense would hav

71 Replies 232,249 Views