Seabrook

Seabrook

Joined Member # 2465622
1 Posts 20 Replies 2,220 Reputation

I posted about starbases having too little HP several months ago. Below are some ideas I posted. 1. More HP to starbases, each module added to a starbase adds 5-25 HP, late tech modules add 25 more HP, early ones 5 HP. Extra modules for stabases to regen faster HP. New modules for military starbases that increase HP by 25 and 50%, requires resources such as Durantium. 2. Military starbases - Starting range on them is 11 instead of 5. With the 4 range extension,

6 Replies 10,512 Views

My wishlist: (I haven't played the game in 4 months) 1. Civilization/Colony capitals manual placement after colonization of planet- I heard this 15 months ago in a dev steam, they were going to do something about this and recently in the Oct 2, 2015 steam. Starting a new game or sending my colony ship to colonize a planet the capital gets randomly place on a planet tile, usually in a corner with no other adjacent tiles or capital

84 Replies 364,925 Views

I think military star bases should have 25% more HP and it's ZOC start at more than 5 hexes. Or maybe if a military star base is nearby and in a planet's ZOC, players must destroy the military star base first before they can attack the planet, invade with troops.

55 Replies 82,314 Views

As said many times the recommended specs are for medium settings only in this case, medium, large or huge maps. The new norm for memory is 16 gigs. 8 gigs was the normal a few years back. I know many companies list their specs as low as possible so people will actually buy their games. I see many games on steam list their recommended specs for memory as 4 gigs of ram. What I like to see on steam (can it be done?) is min. specs, recommended specs, and a new "optimized specs" List it as 12

60 Replies 129,037 Views

Stardock please update the minimum RAM to 8 gigs and recommended ram to 12 gigs of ram for this game. Similar people playing on insane maps with 6 or 8 gigs of ram perphaps on a laptop give the game bad reviews. Gray out excessive maps if less than 12 gigs of ram, gray out insane maps if less than 16 gigs of ram. Or give players a warning that they might get poor performance due to low ram. I never play on maps larger than huge because I have 8 gigs of ram.

60 Replies 129,037 Views

1. Manual placement of Colony/Civilization Capitals and Shipyards-About 10-11 months ago in a stream manual placement of Colony Capitals got mentioned but never happen. Later it got mentioned that manual placement is not going to happen. I don't know how many times I got frustrated colony capitals get auto placed. I find a good planet and near the middle my capital gets auto placed. It was ok in GC2 since there was no adjacency bonus. Sometimes I tried to reload but it doesn't

84 Replies 364,925 Views

In addition to what I said earlier. You're basically saying you bought a game and you can't play on the game's very high/ultra settings. Your computer parts are all 5 years old, so are all my computer parts. I don't expect to buy a game and run it on very high/ultra with my specs. I personally think the recommended specs for games are for medium settings only.

14 Replies 15,227 Views

[quote who="samusco" reply="5" id="3562200"] Bahh very well. I'll play your little game... Look the performance and stability issues in general are a huge problem. Once the map gets populated, the gameplay slows to a crawl, navigating the map, saving, taking a turn (though hopefully 1.3 fixes THAT issue) going into a shipyard, doing ANYTHING, my memory usage is pretty much always at 97% it all feels like molasses is in the processor. Also, I shouldn't have to deal with crash

14 Replies 15,227 Views

I can't believe this is not in GC3. In GC2 they let us select which direction to launch ships from planets. For some reason we can't pick what direction to launch ships from star bases, shipyards, planets in GC3. I saw the default direction in a xml, it seems to be northwest. I don't know how many turns I have wasted when ships took an extra turn to make it to the rally point, when my ships keep launching from the right instead of the left side of the shipyard.

7 Replies 40,628 Views

The Thalans, Yor, and Drengin are always near last place in my games in terms of power ranking. The Thalans seemed to expand slower than others due to low population increase. The Yor have trouble after a while, they need to build population in their home world, I've seen their home world population reach 1-2. The Altarians and Kyrnn always seem to be on the top of rankings. I'm having the same problem with the AI not building military ships, on turn 15

7 Replies 7,714 Views

I also remembered watching the Iconians in .95 patch at the start, first 20-30 turns. They built several colony ships but the colony ships aren't moving or something, they only had 1 colony while other AIs had 5 colonies. The Iconian colony ships finally started colonizing planets.

3 Replies 3,476 Views

I posted about this before. Krynn Prolific ability - I think this ability is too powerful, especially combine with the + 25% growth race trait the Krynn already gets. In most of my games on large maps, on turn 50-75 colony phase just ended. The Krynn have about 110 population, everyone else has around 25, second place in population is the Yor who have about 35. This ability reminds me of the "Super Breeder" super ability the Torians had in GC2 which always made the

55 Replies 36,960 Views

The cost to build the "Yor Assembly" never went down. Cost should be 1/2 of what it is currently. Meanwhile other organic races are colonizing with high population on their colony ships. I have to spend ~ 15 turns building this "Yor Assembly" just to increase 2 population. Sometimes the AI for synthetic races doesn't build any "Assembly" till much later, it's home world population drops to 1 or 2. Synthetic races should be able to adjust how much production is spent on produci

13 Replies 40,046 Views

Wish list: You wanted to know what we sought first in the initial DLC: ship experience? Perhaps not as extensive as in GC2, but for the moment there's no specific drive for me to engage an opportunistic enemy since my ship won't benefit. I was thinking also why ships don't have experience in GC3. It was mentioned in a dev stream last week I think. They're going to have admirals/heroes in fleets making them better.

2 Replies 2,250 Views

That's something missing in GC3, been a long time but GC2 has something similar to that a page had all racial abilities? What galactic events are taking place and how long till it ends. Maybe I'm thinking of Endless Space.

1 Replies 1,924 Views

I have 8 gigs of ram and it's not enough, SD should update their min. requirements. Sometimes it's slow on medium maps. GalCiv3 uses around 3+ gigs of ram in the task manager. Windows and programs uses 2 gigs of my ram, galciv3 uses around 3 gigs, that's only 5 gigs of rams being used. The other 3 gigs of ram should say available in "Performance" in task manager, but it doesn't seem to use them. In "Performance" in "Memory" it shows my computer is using 7/8 gigs of r

19 Replies 21,400 Views

I was mousing over ship maintenance many times in the ship designer and ships. I did not see any reduction in my ship maintenance. Finally found the reason. Below is the lines from the RaceTraitDefs.xml. The " ShipMaintenance " below should say " Maintenance " The ship maintenance reduction finally worked after changing "ShipMaintenance" to "Maintenance" <span style

2 Replies 5,831 Views