"You’ll probably be happy to note that the Fleet Supply Cap is quite generous, and it scales with map size, so you’re never feeling like you’ve got this huge space to fight over and only a relative handful of ships to do so (a problem I personally had with Simtex’s Master of Orion II in the early game particularly, an otherwise outstanding space 4X game). We’ve added some Planetary Improvements and Techs that increase Fleet Supply even more, and if you’
Dearmad
This isn't fixed? Um... is 3.0 gonna handle this?
Gotta say I completely disagree with the above. I hated customizing units in the other fantasy games. I like the way Rivals does it.
IMO the division between Ideology, Factions and Government policy ideas is an odd one that fails. Fundamentally in this game. I don't feel connected to them in any way: Policy: can change, seemingly at my whim which REALLY sucks and disconnects me from any feeling of governing; And the + tied to - of the policies is a real low level mistake- it makes selecting any of them non beneficial beyond heart of the empire. I usually select Heart and then neglect this. Ideology: a
This sounds like more than just tech selection is your problem. Your economy stinks, your manufacturing has some fundamental problem going on- idk what it is, and you diplomacied your way somehow into being hated... You said it yourself, but git gud might really apply here.
I just wanted to update that in fairness, part of the "horribleness" in combat appears to have been from a major bug or flaw in the design of defenses which 0.92 has changed for the better. The tactical feel potential to combat has returned a little bit, and has me hopeful. I don't think combat has to be complicated and *should* be tied to the strategic layer (by resources like it is) so I'm not looking for suddenly Black Box patched Stardrive style combat or anything.
It seems the devs did really pretty much nothing in the 3 or so years of time they had to truly focus on this aspect of the game once gc3 was much complete and providing good user feedback. It's really sad. Combat has gotten actually worse and less enjoyable. Wow. I would not have predicted this.
Idgaf what method they use to expose the data. So long as it is exposed and organized to be modded efficiently. XML works a dream in Rimworld along with C coding for new functionality.
I'm in favor of this as long as they add a special executive order to each race- that is a cool idea!
If Stardock is smart, they will, like Tynan did with Rimworld, expose as much of this as possible to XML and allow us to mod the living daylights out of it. that would make me very happy. Edit: I know we can right now (GC3), but just keep it that way.
For me, the only suggestion I have pulls back focus a bit- keep the relatively rock/paper/scissors relationship- perhaps even simplify it and focus it. BUT two things: 1: TIE weapon types even more strongly to their particular resources required to build them. Only weaker versions require no special resources. 2: The counter defense for each weapon type is NOT tied to the same resource as it is now (Elerium for lasers/shields) but to another. Lasers and Armor (Anti Kin
Thank you very much both of you, I am genuinely interested in this. I've come to accept (and even appreciate and like) GC3 combat, so I'm not disappointed at all, but would love to see what creative improvements are coming about.
I absolutely agree: Neefing is NOT the answer- INCREASE the interest and power of the other races,. Nerfing means everything becomes bland and flatline... in other words: dead.
From 2019: https://steamcommunity.com/app/226860/discussions/1/1798529872650018441/ And other places, but that thread reminded me, Brad sought ideas. And... so far I'm not seeing anything other than a few under the hood changes which aren't changing much of the feel to combat yet for me. I've noticed: At range attacks on the strategy map using missiles or whatever. -shrug-</p
I've thought about this quite a bit too. It's overly complicated and headache inducing. My solution is: The ship "designer" does away completely with "size" categories being involved in anyway in the design of the ship's look. You simply design a ship shape putting your pieces together (not components that make it functional). During play you assign from your library of designed ships to whatever type of ship is required: probe, colony, bb, dd, carrier, etc., Whatever
Now I feel sorry for him, actually... if he has that sort of time and inclination... [e digicons]:S[/e]
So... again, they serve almost no point at all displayed all the time on the main map. Just clutter that is hard to read through to see what you want.
Wait, you can raid an enemy trade line? I don't see how to do that in the game... you can take out planets and end them, but not raid a line. Am I missing something pretty basic here?
Trades line are in no way more important than the hyper lanes, or the range border. You think they are important? How? Oh and "C" doesn't help when I cannot even find the device in the first place- I bought three hyperlane space thingies all at once from some faraway race... then... couldn't find one of them forever until they surrendered to me and I found it inactive. Finally turned it on. :)
Oh and for purely personal reasons (like, a mod), could Administrator points display to 0.n accuracy? Pretty please? :)
Thanks for these notes, guys.
1. Remove trade lines from the main map completely, with a simple toggle for my own. There is no point in showing them at all like that anymore as you cannot raid them and don't need to locate them any more right? It makes for a lot of line clutter: range border, trade, hyperlanes, influence borders all blinking and ant-crawling around. UGH! 1a. Consider NEVER showing trade lines that don't involve me unless I have at least basic intrigue level with one of the races involved... And ev
Wow that video maker thinks a lot about himself, holy shit- 15 minutes of the start are about NOTHING but his attempts at humor! And that attempt doesn't even leave the ground. He must be really fun at a party... G'bye... Wait I take that back. Just went to the video end and he was STILL AT IT... ugh. What a bore. 32 minutes of stuffed shirt.
So it seems to me that: Admins should scale per planets or something about the size of your own Empire. Resource extraction to the number of initial empires on the map. Tourism to a proportion of the entire civilized population of the map (after all those are the potential tourists) minus any races which do not participate in tourism if there are any.
Come on... basic UI here, would be nice to have or is it just obscurely hidden and I am blind. [e digicons]:cylon:[/e] [e digicons]x_x[/e]