ubertaco

ubertaco

Joined Member # 649422
0 Posts 0 Replies 1,869 Reputation

Ehh, resources are an 'x' starbases are colored '+'. It would be nice if your starbases weren't white, I find it more difficult to see thewhite '+'. Then again many of the race colors are too similar for my tastes. But you are right that it would be nice to have a slightly better fleet management setup, I find F3 to be mostly useless anyway, its certainly a cumbersom list to go through once you have 100s of ships and starbases.

10 Replies 371 Views

I'm not sure this should be changed. Culture isn't a governmental thing after all, its about the citizens of a planet deciding to change empires. Perhaps you should have the ability to decline the planet joining your empire, but there should still be some penalty for you or the planet(s).

7 Replies 231 Views

Though I actually suggested a fix similar to what carielf has stated I'm not really so sure its needed. I don't have anything against a change to the system, but really, its not that big of a deal. Adding new techs or projects for this is maybe just adding crap for the sake of adding it. More is not always better... And yes if I don't care about it, I can choose not to build any of the social projects that modify the waste, but if techs are added with dependancies then I have to rese

11 Replies 522 Views

This has confused me from time to time as well. But surely 40% of 10 is 4, so you'd expect to get 14 right? Mostly I just ignore the stats screen, I assume that everything I collecy matters, and that changing governemnts helps the income as well, though I never really check it very carefully.

24 Replies 1,063 Views

Well its not quite that simple Za H. The path finding routine still has to concern itself with hostile ships and planets. Also there might be odd cases where a ship can move past other obsicales, like anomalies and get a couple extra squares of movement out of this. Still I think we're on the right track. Check to see if destination is normally reachable. If no, check to see if any hostile obsticals in the way. If no, check to see if anomalies are in the way... That's pret

8 Replies 420 Views

Well there's alot of potential sugestions... Is the dev team considering adding in a new page for espionage? Or would it be more likely for it to just get slightly expanded. Obviously this can be made as hideously complex as anyone wants ;) I think that keeping it simple, but expanding the options is probably the best fit for GalCiv. To do that maybe make an espionage page for each race, similar to the stats or report pages that already exist. On this page you would have 2 sliders,

32 Replies 1,091 Views

All good ideas, here are some more... Allow spies to disable or reduce trade routes. Allow spies to slow down research/production (globally or locally). Allow spies to worsen diplomatic relations between other races. Allow spies to sabotage ships (in terms of movement, attack, or def value). Basically make espionage a real part of the game :) To do this I'd keep the same sliders for espionage funding by race (add it for minors too). Then I'd make a seperat

32 Replies 1,091 Views

Yep, its even worse with speed in my opinion. The difference of 2 speed early on is huge (usually why I pick that trait...), but eventually it's not a big deal weather your ships are moving at 7 or 8 or 9... Not that there's much variation in late game ships anyway so you really don't notice it that much I suppose. Still it would be nice if the ratios of speed and range actually mattered a bit more than they do right now.

10 Replies 432 Views

I think the problem is that the range and speed values for ships become meaningless once you hit a few techs (and grav accelorators). Speed and range, and how they are moddified (especailly for 0 range ships) needs to be changed somehow. It would be nice to see a bigger spread in the attack and def values of ships as well. Even something as hokey as just doubling them all at first, then tweeking around a bit would do it.

10 Replies 432 Views

Well one thing that would have to get fixed is the 'do you mean to do this' promt... as it is now when 2 races ships try to enter the same square and they are not at war the comp asks if you want to declare war. Za H's fix is maybe easier, call it tunneling or something maybe ;) 2 ships of different races can't occupy the same square, but races not at war, can tunnel their ships through other races ships. I've no idea if that's easier to code or not, but it seems like it could be :)

8 Replies 420 Views

Well uping upkeep on scouts (or all ships) doesn't prevent this particular kind of cheese, it just makes it more expensive. A better fix would be to allow for ships from races not at war to pass through the same sectors if its too difficult to allow them to coexist. Though the chesseheads would just build deeper rings I suppose, but eventually it becomes tedious enough that the cheese is reduced in efficiency. Personally I think all ships shuold pay upkeep, and that's got nothing to d

13 Replies 649 Views

Heh, good points there :) I don't think its so bad to give scouts upkeep though, some cheese just needs to be thrown away no matter who's eating it ;) Personally I think every ship should have upkeep, and constructors should cost more to build (though that doesn't do much for the end game madness, maybe it makes it happen later though). I also think that you should be able to send as many freighters between 2 worlds as you want, and have it only count as 1 trade route. The ad

13 Replies 649 Views

Maybe it should be considered an act of war to build a SB in an enemy sector? Now how far we take enemy sector... I'd say go with influance, whomever has the most owns the sector, thats how it already works now anyway. So if you want to build your SBs out in the middle of nowhere you better be ready for it to be considered an act of war on whomever does control the sector. We can put in a threshold though for the influance though, or call the sectors contested if there isn't enough total inf

14 Replies 442 Views

Fine, thnk what you want... I was refering to a specific statement you made that was worded very similarly to the standard hater line... I even said you were parroting it, not simply that it was a MoO hater statement. Bah, this is pointless, if you must know I don't think you are MoO hater. All I can say now though is you really ought to look in the mirror. I made no personal attacks on you or anyone else in this thread, and what do I get? I get cursed at, and I get

53 Replies 2,611 Views

Flame? ME??!?!?? From the last 2 posts directed at me I'd say I'm the one getting flamed, not even MoO3. Sheesh more civilized? Well maybe in general but from the last two replies to me I'd say it's time you all looked in the mirror, not me. Perhaps my willingness to defend the flawed product that MoO3 is right now stems from my optimism that it will be better with the patch. I've never said that MoO3 is perfect as it is, I've agreed that the current state of the AI

53 Replies 2,611 Views

Jimminy Xmas, did QSI kill your dog or something? Whats with the personal attacks on me? Bash away at MoO3 all you want, just reel it in before you start getting personal. Weather I post scores or not is kinda irrelivant don't you think? Anyway, I'm loving your revisionist history of MoO3's development. I'm also loving how personally you seem to take this, I'd bother to flame you back, but my guess is that you're already good to go without any help.

53 Replies 2,611 Views

Actually if you leave the council victory on it is quite possible to win a game of MoO3 without fireing a shot. You'll still have to build a navy (probably) for a similar reason as you need ships in GalCiv. Look I won't debate that the current AI in MoO3 leaves alot to be desired. However, the mods (especailly Colins) actually makes it aggressive, too aggressive sometimes (to its own detriment). The diplomacy is weak, but I don't really find the diplomacy in GalCiv to be that great e

53 Replies 2,611 Views

Wow, that's alot of misinformation on MoO3 there PBP. First of all your racial set up actually does matter in MoO3, that you call all the races " more or less similar" only demonstrates that you either havn't actually played MoO3, or that you simply don't understand how those differences change the style of the race. Sure there are some racial traits that don't demonstrate much of a differnce in choosing different levels of them, but most traits actually do matter... alot. Certainly t

53 Replies 2,611 Views

Ahh, LOL Manos the hands of fate was amazing!!! Easilly the best one I ever saw, though I have not seen nearly enough... I guess I'm the only one who'd vote for Servo though... Its more or less a toss up, but for some reason I always kinda liked servo a bit more... Oh and Joel, easy...

26 Replies 1,072 Views

Heh, well I wasn't then I was, and now I am... Huzurdaddi: To even suggest that GalCiv has more depth than MoO3 is ludacrious. Even by your definition of depth, heck especailly by your definition of depth MoO3 has many more start up options than GalCiv, not that it matters much since both are very different games. Your critique of MP is also flawed. Balanced positions? What TBS has balanced positions other than user generated maps? Furthermore while the chat in MoO

53 Replies 2,611 Views

Since I hate cluttering up the board with new threads... Is there a way to get a breakdown of your bonus? You know so you can see how much of the bonus comes from where. It probably wouldn't have too much use, but it'd be kinda cool. It'd also be nice to be able to get more info on your trade routes, rather than having to go the diplo screen and check out the info from there.

13 Replies 801 Views

I'm not sure what the HP difference is between axes and battle ships, but the point was that my Battle ships were pretty well shot up, and I was hoping that my axes would cover them, they didn't. Like I said it's not that big of a deal to me, I accept the unsatisfactory treatment combat gets in GalCiv, but I'd like some more small amount of control, if not some kind of expanded treatment. Make it an option so that if you want to keep the same system currently in place then you can, but

16 Replies 712 Views