Ahh... I see it happens here, too... There's no discernible need, in my opinion, for tactical combat to be meshed with GC3. I liked Star Wars Empire at War- but acknowledge it is a much different game than GalCiv. However, there are a few things that could use some minor attention. For one, how many times have you looked at an enemy fleet and said, "I want that battleship dead," but been unable to order you ships to prioritize fire? A 'key target" tag woul
nightraven1901
Okay, this topic seems touchy. I'll bet I'm in the minority when I say I don't want heroes the way Endless Space had heroes- but let me qualify. I think the ship EP system should expand to cover those roles. For a start, each level they gain should bestow more than mere hitpoints- a gradual improvement to weapons and defenses, an added automatic repair during combat, and, at higher levels, the addition of special bonuses to the ship. Having the ability to choose between the upgrad
[quote quoting="post"] There should be Titans like in Sins. A special powerful ship you can only have one instance of. [/quote] I disagree. No offense. I'm with the OP: if my almighty empire can support a huge, over-designed flash-toy, then it can damn well afford two. No, three. Umm... maybe five... Like aforesaid, if there are the abilities to make a ship, then another equaling it or bettering it can
And, thanks for the OP, Nelsmonster. Great stuff!
I agree with adding a single point of firepower to the flagship if it returns. It was a little pointless in mid-game, and merely wound up circling my homeworld as a makeshift defender in my games. Decidedly not being an expression of national pride and military expertise, but a laughable night-light blinking in the sky and waiting to die. Would also like anomaly events that add additional weapons, defenses, etc, and a fleet-boosting statistic added in general. I think w
Loving the release date being so close... I'm going to have to rustle up the founder's package cash sooner than I thought, :)
I completely agree with AdmiralWillyWilbur here- more complex game ideas and mechanics are a general good thing. I think that excessive dumbing-down has been the bane of gaming for the last five years has been the tentative, wet-knickers type of attitude the mainstream corporations have been dipping their toes into developing games designed for wide audiences- and am thoroughly pleased to see long playerbases thoroughly lost to those companies for their fallacy. The X franchise, the C&C l
In my opinion, only swarms of bombers/fighters/corvettes should affect a titan. But no, to all this level-keeping crap. If it dies, suffer for your frivolity. Die if necessary- you can play again. If there utterly has to be a system, it should be: Lv 1-3: respawns at level one. Lv 4-6: Respawns at lv. two. All higher levels: respawns at level three. And, this is only a problem because there aren't many cost-effective ways to bring the giants down- some new, powerful super-heavy cruis
As much as I run around saying "change this, mod that" I would also like to thank Stardock for the awesome game. I tip my hat to accomplished masters of 4x RTS with great respect. Keep up the good work, people,
[quote who="Yarlen" reply="6" id="3178928"]This is confirmed, but probably not something we're looking to change. The aiUseTime for this never did a super job at it (your scouts had a decent chance of running into a mine on their way to detecting one). It's something just better left micro'd for now.[/quote] Aww, please!? I swear the little buggers were fine. They were the finally useful, scouts finally had a reason to exist after the first ten minutes of th
[quote who="AceXMachine" reply="48" id="3177554"]Corvettes...this is a tough one. OP in the early game, nearly useless except as cannon fodder in the mid-late game. Corvettes should be strong against SC, strong against frigates only in greater numbers (2/3 to 1) and nearly useless to anything larger unless in overwhelming numbers. Also, why do none of the cap ships have flak (except specials like the Kol). Using the TEC as an example, if the Garda has 4 flak turre
Hey, just to throw two more cents in: I'm with wbino, if a titan dies (even mine) I want it truly dead. the reward for managing to destroy one is the damn thing is gone, the high-level abilities it had, all the XP it earned, should be erased. otherwise, the best way to fight them becomes never to fight them. Go around, they only have one thus it can only be in one place. It totally changes the game to have
It does help the game. And the player. And reduces lag. and saves microing a task that the old entrenchment-era scouts were capable of performing flawlessly (I never once saw a scout kamikaze itself on a mine. Nor where there ever cases of missing scouts after long times without supervision. All gravwells wound up with 4 scouts, 0 mines, not the slightest problem) Please dev's return the scouts to usefulness!They had just begun being truly useful and reliable in a major fleet enga
Most intriguing... You know, I never really put that much thought into it, but if you think about it... [quote who="JDoe1013" reply="2" id="3182671"]fucking genius![/quote] I Second this,
That's kind of the idea with the missile frigates and anti-structure ships. If left alone, two to five Ogrov Cruisers will make a mockery of a fully upgraded starbase, by firing on it from outside weapons range for the base. the only recourse is to surround your starbase with ships and/or point defense platforms to smash the lightly-armored ships before they can get to destroy it, costing you twenty thousand credits and a lot of time. This is impractic
As a RPG fan, I see where you're coming from, but I doubt Stardock/Ironclad have the facilities (Plastics factories) to simply produce sets of miniatures for SoaSE. Maybe they could hook up with another company for it, but it will be a hassle for them. I wouldn't be holding your breathe here. plus, the current game customers are computer-owning gamers who like 4x RTS, expansion into this market means market
Hmm... I wondered the same thing, but as described by Mayall, only really bother with the Advent because the same cost in resources you deplete searching a planet can instead be spent on improving or fortifying it. It seems a little unbalanced, actually, I think the other races should simply pay less in the first place so the exploration actually gets done. But to address your question, generally only at worlds you already have a defense over (obvious reasoning: if you do fi
Now you mention it... I've seen the same thing with a force composed of the VR Titan and two capitols trying to jump outsystem from a star... Of course, once noticed, you can easily rectify it by ordering the formation to move a little further from the gravity well boundary then reissuing the jump order, but that really isn't the point. If you're trying to hurriedly reinforce a friendly world (like I was) and get sidetracked, your rescue fleet just sits there, uselessly wa
[quote who="AceXMachine" reply="21" id="3183346"]I have a mod that increases the cap slots for the last 3 upgrades by 1, 1 and 2 respectively giving you 4 additional cap slots when you have maxed out that research tree. I wanted more cap ships as well, just not too many (with normal fleet setting, 32 would be too much IMO considering each ship is worth 50 fleet supply and 32 would put you at 1600, 1650 with a titan, with max fleet supply on normal of 2000 which would greatly reduce your abili
The A.I. does cheat in resources on the "Unfair" and higher settings. I don't exactly know the amounts of extra resources/free technologies etc. that they actually get, but it is quite noticably higher than you can match by controlling the same planets they have. This is to make them more challenging, and as much as I'd prefer to see the game's A.I. win by use of smarter tactics and better playing, it is the way that the devs chose to make harder fi
Thank you for this OP-this is a big humpin' problem for me. I have played video games for years- offline. I enjoy the odd MP game, but generallly I use LAN to accomplish this. However, when I first bought Rebellion, I was shocked and appaled that another of my favourite franchises had sold out to those insidious bastards at steam. Despite the fact I had no intention of playing it online, I had to go the trouble of installing aa new decent internet connection to star the process of
I agree with the idea of early-game maximising of your income. it may slow your earliest ship productions but the added income gives you tremedous help in the mid-game regions, where resource income is one of the determinate factors of victory. defense should be limited to a hangar and/or few gun platforms at low-risk worlds and a sparing number of well-deployed starbases, usually only in places where you share a border with an enemy you can't immediately attack, generally because you are
[quote who="Sakhari" reply="5" id="3183075"]A pre-game toggle for mines.[/quote] Couldn't agree more, but include pre-game toggles for starbases, titans, superweapons and things like such. If there's no campaign, customisation of games provides the longevity and replay value. Also, a pregame max tech level slider could be helpful if you want to outlaw the super-techs late-game that really change how you have to deal with an enemy. A relative pirate raid strength
More planet types and bonuses (preferably bonuses that are visibly portyrayed and synchronise with planet type; swarms of small meteorites impacting to denote the frequent meteorites negative perk, glowing green hazes on irradiated planets, etc) I think the inclusion of gas giants with colonisable moons, particularly more than one per gravity well, would make for very interesting close-quarters engagements. Also, Metallic/Rocky planet type, ancient starbases (f