TheFunMachine

TheFunMachine

Joined Member # 5407987
0 Posts 52 Replies 959 Reputation

Galciv 3 for me never realised the potential of its battles from a visual standpoint. There were flashes of greatness sometimes when it came together and a skirmish *could* look epic. But it was janky, and the stats info and breakdown were pretty unreadable. I think when you go to the effort of designing your own ships and you have a wiz bang super engine for the game, you want to enjoy a bit of spectacle and to live out those epic fantasy battles like in B5, The Expase or Star Wars.

94 Replies 585,906 Views

Really keen with all the big ideas going into this, and genuinely hoping it will be the next big step for space 4X. Definitely. The story/emergent narrative aspects are powerful things for these games that help piece this big systems into a more relatable context, something that Stellaris gets a lot of attention for through the anomaly and archaeology systems spread throughout the procedural generation of the galaxy state. Subsequent expac and content packs for Galciv 3 never seemed to realis

16 Replies 94,230 Views

[quote who="goxwerd" reply="23" id="3713671"] Also for the life of me i cannot deal with the battleviewer since Crusade basically starting ships on top of eachother. The values you could change in the base game do not seem to change the viewer anymore so not only are the battles meh to view due to red balls but also the actual fights are just all ships start on top of eachother and shoot, weapon range means nothing. Now i know this is modable but the xml that used to affect that do

27 Replies 1,026,997 Views

I've posted about this on the discord a while ago. I get around it by not building from default ship listings, and just equipping my ships manually. I prefer this, because the default designs pretty much never meet my needs based from the default blueprints.

22 Replies 95,623 Views

I agree re. clicking missions and projects. Something I would ask the devs to consider is whether implementing a continuous project function causes the AI to get stuck in these que loops where they neglect building and improving their planets. This was a big problem at one point for the AI when Crusade was new. I remember seeing York worlds by ~ turn 200 having one or two planetary improvements on their home world, and and a repeating que of science projects.

13 Replies 41,811 Views

I wanted to do a follow up post with some more illustrated feedback. Here's a few more potential bugs and glitches I found: Duplicated special building (e.g. planetary computer, central bank, etc): This bug has been around for a while, as you can see in the picture below, I have constructed the special buildings but at some point in the game, I am able to build more. I have my suspi

3 Replies 25,180 Views

Hey Stardock, Firstly, and hope this comes across as the as the complement I mean it to be, I just had an amazing time in my first game with the new expansion. All the new content gels so well with the rest of the game, making it feel so much more alive as you manage your empire. I am very pleased with the improvements to the AI, and I had a lot of fun exploring the new events and gove

3 Replies 25,180 Views

[quote who="courtneyme109" reply="2" id="3698021"] Great article about visiting Stardock! 2017 really is a banner year for GCIII luceo non uro [/quote] Definitely, Crusade is up there with some of my top expansion packs. It really helped to give GalCiv 3 more of its own identity, pulling it a bit out of the shadow of GalCiv 2.

4 Replies 29,901 Views

I was one of those looking forward to more dlc, but I respect your decision. I wasn't aware about 2.7 until popping back on the forum here. Procedural planet building for the AI is going to be a massive improvement, thank you! Do you still think you will take a look at how the AI equips ships, Frogboy? Looking forward to 2.7 and more info on the expansion.

26 Replies 277,858 Views