implodinggoat

implodinggoat

Joined Last seen Member # 5867897
0 Posts 32 Replies 311 Reputation

I think a lot of people, myself included were disappointed with this DLC because they were expecting some new pre made species to play around with. The initial sales pitch for this DLC was "a dozen new species" and there are zero new species unless you make them yourself. I do really like the new customization options and I think the new taxonomy update is great and has a lot of potential; but it seems to me that this isn't really a "species pack" and its certainly not "a dozen ne

3 Replies 22,949 Views

For the next update. I think it would nice if we could build more than 1 of the various orbital improvements per planet. If I really want to specialize in manufacturing or science or wealth or food production on a planet then it would be nice if I could just dedicate all of that planets orbital spots to buffing the stat I want . I'm already capped on how many total orbital improvements I can build per planet making it so there's no need to make it so I can only build one of

10 Replies 35,438 Views

The number #1 thing I want from the next Gal Civ is for influence, territorial borders, culture, and social policies to be integrated into one mechanic as it is in the Civilization franchise. The ideology system in Gal Civ 3 was and still is its weakest point. Citizens were a fun mechanic but it seems to me they should be tied to your civilizations approval, it would make sense that a happy civ would produce more loyal citizens and it would give the player a strong reason

142 Replies 911,584 Views

[quote who="G_Kar" reply="9" id="3732377"] Thank you for your answer. Now I can find them. Trandals look ok for GalCiv art style, but other three look a bit silly. [/quote] I don't know I kind of appreciate having a few more comical options. I wouldn't mind seeing that Overmind AI added though, the game could use a few more synthetic races.

14 Replies 101,704 Views

Have you guys considered importing some of the races from your new Star Control game in as DLC civs for Gal Civ III? You've got the animations for the leaders done, which I'd imagine to be the most expensive bit. Just slap on a few paragraphs of lore and some custom ships and starbases and you'd have a new faction.

12 Replies 102,935 Views

[quote who="Frogboy" reply="20" id="3704440"] Yea, GalCiv has a ton of small files on it so it's very sensitive to disk fragmentation on normal drives. [/quote] I defragged, hadn't remembered to do it in a while so it was pretty fragmented. That definitely helped, saves and loads are still slow; but much faster than before and it doesn't seem to be prone to crashing. Would the number of custom ship designs and steam workshop files I have be effecting it?

64 Replies 702,739 Views

I don't know man something about the current build doesn't seem very well optimized. I've been playing on Huge with 8 players and my rig has been hanging up on loading. The game itself seems to play fine. Each turns take a completely reasonable amount of time to process; but when I load a save it takes a freaking eternity and sometimes it just freezes completely particularly if I'm loading from within an active game and not from the main menu. I've got a Intel

64 Replies 702,739 Views

I'm cool with the food system as it is; but I think its too Monsantium dependent. Monsantium isn't super common and its required for every food upgrade beyond the basic farm. I also think adding orbital farming improvements (as well as morale boosting improvements) might be a nice upgrade for Influence starbases to make them a more viable alternative to economic starbases.

98 Replies 611,562 Views

[quote who="Philocthetes" reply="12" id="3703402"] If this means 'let us choose Colony Central as part of colonization procedure,' I would really like to see that. I'd settle for yet another AI tweak that would eliminate the painfully common Stupidest Spot Imaginable choices that have been reliable through every version of GalCiv I've played. [/quote] We've been asking to let us choose where the capital goes forever and it doesn't happen. What I'm suggesting i

30 Replies 172,003 Views

[quote who="JerkClock" reply="20" id="3702344"] Yeah, kinda weird that this only happens upon colonization. A simple idea for how to do this would just be to make it so that that these random events can trigger for already colonized planets, including the home planet, but with the stat boosting events being limited to the first 5 events for a given planet (7 if a home planet), and having diminishing returns. After that, only the ones that award BC and stuff can trigger.

34 Replies 185,041 Views

Saving new files seems to be working better now that I'm deleting old files and saving new ones. Loading from the main menu still works; but loading while playing still seems to hang it up. Saving over the old game (and I save a lot) may be having a cumulative effect on the size of the save file so I think the damage may have already been done. After I finish my current game, I'm going to delete old saves and make new saves from the start rather than saving over old

27 Replies 39,496 Views

[quote who="Boz46" reply="17" id="3700201"] -I had to disable auto-save. Saved games that were saved on the same "Saved game file" over and over again like auto-save had it the worst. I am BARELY able to play right now as when I create a new Saved game, 50% of the time the game freezes up and never saves the game. [/quote] Oh, now that's interesting. I've been manually saving over my old files. I'll try creating a new one and see if that helps.

27 Replies 39,496 Views

Also have this problem, also running on a laptop (2.4 GHZ Intel i7, 12 gigs of ram, 2047mb Nvidia Geforce GT 740M). I've had the game since launch and I've never had performance problems until now. I've got every expansion including Crusade and Mercs and I've played with Crusade before without these problems. Game seems to take a long time to start up. I've been playing on a huge map and saving takes a long time after I've been playing a long time loading is taking

27 Replies 39,496 Views

[quote who="Seilore" reply="51" id="3691336"] 2. New Bazaar feature, broker buy/sell durantium/elerium/ect... for credits. 3. Ability to upgrade merc ships by contacting Bazaar and gives option to upgrade ship for x resources x credits. [/quote] Agree on all of these. The Bazaar is a neat idea; but it could do more. I'd suggest.... 1: If a Merc is destroyed or retired then a new random one takes its pla

299 Replies 1,811,318 Views

1: The ideology system still stinks and is WAY too dependent on colonization events. Ideology points should be tied into the influence system. I'm amazed that after two major expansions the ideology system is still as primitive as it is. It really needs to be tied into an existing system like influence generating buildings in the same way that the CIV series social policies are tied into culture generation. I don't object to colonization events

299 Replies 1,811,318 Views

[quote who="admiralWillyWilber" reply="12" id="3689072"] Some of the buildings if you.could destroy them after you build them, then there would be no reason to rebuild them. Ie. Brindles observatory. This is why they did that. [/quote] There are 2 improvements like that the one that reveals a class 10 planet and the one that reveals the location of the other player's homeworlds. If they want to make those two permanent fine, I can cope; but that's not a good reason to

23 Replies 88,580 Views