Badbonez

Badbonez

Joined Last seen Member # 640103
0 Posts 11 Replies 706 Reputation

[quote who="jackh1992" reply="93" id="3686234"] CIV ALSO HAS GANDHI OF THE MOST BELOVED AI IN A 4X GAME so it's got charm as well. He apart of gaming culture and memes so that helps. [/quote] Indeed. GalCiv3 does a lot of things, but nothing stands out as special. If they could somehow make the other races, or at least a couple races, feel interesting and engaging it would go a long way to giving the game more appeal. Sure, there's the cute

125 Replies 733,645 Views

Polish doesn't make a developer money, DLCs do. Spending time on polishing a game costs money in staff time, so unless they sell new products, they are just spending money. And no one will buy a DLC that is just bug and UI fixes. There has to be new content, which means they spend time on that, not fixing bugs. Personally, I wish they would just start GalCiv4 and do it right from the ground up. It's obvious that some decisions were made in the initial developmen

28 Replies 330,279 Views

[quote who="lyssailcor" reply="30" id="3681926"] Quoting Triple_Crown, reply 28 From the very beginning I felt that those planets' potential are not used. There could be tons of stuff to do, that could be there, but are not. Let us eXplore those, dead and alive planets for some artifacts or other phenomena

125 Replies 733,645 Views

Polish, low price and sophisticated game play? That's not the right equation. The equation is: (Price) (Time) (Quality) - pick 2. You've got two qualities and a price in your equation, there should be a time element. So in that case I'll take polish and sophisticated game play, but I want it tomorrow! :)

97 Replies 438,358 Views

[quote who="Frogboy" reply="2" id="3681772"] For Crusade I dug into this system. I will indict the developers on your behalf. It doesnt work as you (or I) would expect. i will try to write up a guide on the Byzantine rules on what those numbers do. [/quote] That would be awesome because I spent a week tweaking the mapsizedefs and mapsetupdefs and I can not get a consistent number of planets per star systems. I would make a change and create 10 galaxies

6 Replies 98,136 Views

I always thought citizens should be generated differently for races/traits and ideologies, and why not empire size? This gives the player some control on how often they receive them and makes for a strategic decision to go down one path or another. The idea of 10 citizens per turn, regardless of races, empire size, ideology, traits and abilities is completely arbitrary. It seems to be a lazy design decision, "hmm, 10 turns seems right...just leave it at that." And I

20 Replies 75,575 Views

The problem with a lot of strategy games these days is that they add multi-player. Once they do that, they don't have to worry about an AI, they can just say - "well, play a person, that will be a challenge." I feel that's what kills good turn based strategy games, or any game - Stellaris being the worst culprit. One of favorite 4x games, and it is a real-time game, is Distant Worlds: Universe which has no multiplayer which allowed the designers to focus on fea

125 Replies 733,645 Views

Notes I was looking for under UI: Players can now use escape from all diplomacy windows (instead of having to click back>back>back) Double clicking a technology when the tech tree is expanded, selects that as your research project and exits the technology screen (same behavior as when you are in the default tech tree view.) Added numeric indicator to Technology Progress bar to give players instant feedback on number of turns left to research a tech wit

78 Replies 240,947 Views

[quote who="zellonx" reply="3" id="3680384"] I know you all can not say it but I will paradox is buying reviews. This really chaps my arse. [/quote] Really? Great, how do I get some of that sweet, sweet Paradox loot? As for reviews, well, I for one am waiting for the major changes to slow down. Every week there are additions that changes the game, some changes for the better, some not. I mean, the campaigns are completely busted and a lot

16 Replies 134,237 Views

+1 for numbers 3 & 4 5) I would also like to see a numerical value of the number of turns until a technology is completed in the technology progress bar (upper left corner). As it is now, you have to mouse over to see the number of turns. This behavior already exists if you select your planets, you will see a small number indicating the number of turns until the item in the build queue is finished. Put a numeric indicator here: </p

3 Replies 20,650 Views

Yeah, this was hit with a sledgehammer, not a nerf bat. The problem was selling colony ships, survey ships and constructors early game. But this nerf just changes the trade value of every ship. So if some empire has some crappy out-dated small ship you can't trade for that either (the cost of these small, crappy ships is the same as a colony ship or constructor). The nerf should have been to specific ship types, not everything. The AI should value ships it needs

5 Replies 27,017 Views

[quote who="Old-Spider" reply="1" id="3678817"] They don't appear at the beginning of the game. They are a galactic event now and appear after the notification about pirates. However, they don't always appear then. I'm not sure if there is a bug somewhere or not. The GalacticEventDefs.xml in the Game directory in EXP2_Crusade directory has the code for their appearance. The pirate notification can appear more than once in a game, and I think it is poss

6 Replies 21,285 Views

[quote who="Avatar137" reply="4" id="3678581"] Quoting Badbonez, reply 3 You can easily trade for the AIs colony ships and survey ships for tech, then disband them to get the administration points, or go ahead and use them. This is extremely devastating to the AI, especially early game. This has been brought up

13 Replies 34,933 Views

When I go to select a mission for one of my shipyards, the turn length will say "8" (or whatever) but when I put it in the queue, there is a difference, sometimes it will be fewer turns, sometimes more. Is it calculating the number of turns based on all the sponsors of that shipyard?

1 Replies 5,813 Views

[quote who="Fimbul" reply="20" id="3678522"] I really like the changes and it makes GalCiv great again! [e digicons];)[/e] What I very much miss are the clearly different tech trees. The alterations by traits are minor. The Thalan don't feel very different anymore and miss most of their unique style. [/quote] Agree with that! I didn't even realize there were differences based on traits until saw a posting about it. I liked the administrators, they do help with micro

32 Replies 235,112 Views

You can easily trade for the AIs colony ships and survey ships for tech, then disband them to get the administration points, or go ahead and use them. This is extremely devastating to the AI, especially early game. This has been brought up in another thread and will hopefully be addressed. This trade takes place whether your are allied or not.

13 Replies 34,933 Views

[quote who="leiavoia" reply="2" id="3678036"] I still don't understand how legions work. The ingame info needs to provide more explicit instructions on what legions are, how to get them, how to use them, why you need them. I don't understand the difference between a legion and a garrison or why i should have to train a legion and then convert to a garrison. Should just be "train a garrison" [/quote] The time needed to Station a garrison is because they don't want

3 Replies 24,298 Views

[quote who="Ryat" reply="20" id="3677868"] Game came to a screeching halt when trying to move a shipyard. Game was doing fine when I decided to move my shipyard to be more equidistant between two powerful manufacturing planets. When I unanchored it the game started to chug just a bit. When I selected its destination the game went from about 2 to 3 seconds for a turn to go through to upwards of a full minute and a half for each turn and when it was my turn, anything I activated took forev

86 Replies 374,918 Views