I started with an Insane Map. I was just curious about the performance and playability, plus I like to see large maps. :) The recommended number of players is 63, but I think Brad likes the maps way too crowded, so I reduced it to 55 - maybe still too many as noted below. Turn 10 - two of the closer star systems are already occupied by other empires. One empire started with a colony ship and had sister planet they colonized right off. I gambled and sent my init
Badbonez
[quote who="Surge72" reply="18" id="3676972"] Oh wow. You really have ruined the tech tree. What was Angry Joe thinking!? Terrible advice. [/quote] I doubt Angry Joe had ever played the game until the twitch broadcast. But hey, listen to the podcaster and not fans of the game, right?
[quote who="erischild" reply="1" id="3676979"] Ain't it wonderful? Has totally redone my GalCiv experience and manual ship movement. We are catching up with some of the GC2 experience. That is not a dig but a celebration! [/quote] Poor Stardock - they made it that way because players complained about hitting End Turn and then having to complete a whole bunch of ship movements, when they had already hit End Turn. I wonder if it is possible to make an
[quote who="Frogboy" reply="6" id="3674669"] In base game: Total Mystery In Crusade: You can see what special tiles are on the planet but you cannot see the layout of the land. [/quote] Is there some way you could add that information to the Colonizing Event screen? I cannot memorize all the special tiles and what they do for each planet. We're just asking for some help for the UI and it seems Stardock just doesn't put
I can do one better, 10 turns in, Normal difficulty. The AI has two planets and took a 3rd in 3 more turns. My first reaction was that the AI cheated like hell but when I was able to get Universal Translator and look at their civilization I did note they had a colony ship right off the bat. But the AI was 'lucky' to get three inhabitable worlds so close as I had set habitable planets to Uncommon. Another thing of note is the starbases and constructors it already
10 turns feels so arbitrary. Why not 12, or 8? 15??? And each species creates a citizen at the same speed? Wow, how coincidental. It seems there should be a trait or something that can influence citizens.
Guys - this is the screen I was asking about. There is NOTHING on here that allows me to make a decision based on the planet attributes. Is there no way to make an informed decision about these events? http://imgur.com/iE7MNfs I see that you can hover over the planet before colonizing, but my memory is not so good an
I recall reading a forum post from Stardock saying that when it came to the UI they would take function over form. It does not appear to be so. I believe that having a consistent, predictable UI makes gameplay smoother and more enjoyable for the player. When a UI is consistent players can think more about the game and their strategies rather than what they need to click to get things done. Yet in GalCiv3 there have been inconsistencies that have plagued the game from the beginning. &n
This is still a thing!
When the map changes were originally made in 2.0 there were long threads of comments dissatisfied with the new sizes. Stardock changed the largest map sizes back to default but wouldn't touch the rest. I know you can remove players, but the default game mashes all these empires so close together that it just kills the first X in 4x, which I think is the best X. There's no time to explore if within the first few turns you run into another empire.
[quote who="admiralWillyWilber" reply="4" id="3674656"] No you cant see the tile layout. Yes you will basically see everything else. [/quote] Bottom line, the question is this: are you able to make an informed Colonizing Event decision in Crusade? As it is now, you click to colonize the planet, the Colonizing Even screen pops up and you have no idea what resources are on the planet so if your choice is to increase income, manufacturing or research you hav
Isn't Crusade the fix?
[quote who="lyssailcor" reply="1" id="3674292"] What do you mean by being able to inspect exactly? According to the Dev Diaries you can now see the resources on a planet before colonizing. [/quote] Inspect, view, evaluate. See the planet, tiles and resources before the Colonizing Event screen. But that sound like a yes. Good, that was one annoying 'feature.' Thank you. (If you don't kno
Thank you.
[quote who="Larsenex" reply="1" id="3664176"] Do you mean you cannot hit the back button and leave or you are stuck in conversation? [/quote] Not sure why you are bringing up the back button, I am talking about the ESC key. In almost every other window you can use the ESC key to leave that window and return to the galaxy map. Planet windows, tech window, govern window, but if you are talking to another race, you cannot ESC from that dialogue. <p
Those patch notes for 2.0, are they all there will be or will there be other changes? I can't believe that we still cannot escape out of the Diplomacy dialogue. I don't mean the window with all the planets, you CAN escape out of that, but when you are in a dialogue with another race, and you realize there is nothing to trade, you cannot escape out of those screens. Please, make the escape key consistent throughout the game.
[quote quoting="post"] It would be nice if the game had some option that allowed to skip AI moves/battles that are not related to your own civ. ("Skipping" = they would happen of course still but the player does not have to watch them, as they take their time) Also quick battles are nice, but IMO waiting for the final explosion to move on could come somewhat faster...esp. late game if you can fight several times per turn and/or fleet. Some games also allow to adjust
[quote who="LongDeadFingers" reply="68" id="3664149"] Quoting jirkaesch, reply 66 Quoting mortili, reply 65 I would like
[quote who="Seilore" reply="76" id="3660364"] 1.9+ patch feedback (bug) One can not cancel projects once in the queue. (example research project) Please take a look at this. Thanks Edit: This seemed to clear up upon reloading the game I was able to cancel the project so I don't know the specific cause. [/quote] You don't need to reload the game, just lea
[quote who="Rincewind57" reply="38" id="3661638"] Add a 'max starbases per planet' option, hidden away if need be. I'd have it permanently set to 1. Boom, problem solved. (Actually the starbase system is still one of my biggest hates with GalCiv3 but that's a discussion that's been had 1000 times and will be had 1000 times more elsewhere [e digicons]:P[/e] ) [/quote] Or just get rid of the stacking bonus. Sure, you can s
[quote who="Seilore" reply="5" id="3661575"] Looking at catering to small map sizes or quick games, when players do play long insane games but, not as many because those games take forever, doesn't mean that people don't play them just as much if not more total game time than people who play small, tiny games. Trying to bring attention that these stats don't always paint a full picture and they need to look at everything that's going on with all playe
Situation: I have a fleet of 10 ships, most of those ships have a range of 100, so I click the fleet and, oh no! The fleet can only go range of 50! Which ship in that fleet is gimping the entire fleet? Can you click on each individual ship and see a range? No. Can you double click the fleet and see the ships listed showing each ships range? No. You have to DISBAND THE FLEET then select each ship individually, select the ships with the proper range, cr
I don't understand the point of this post. What do you want us (players) or them (devs) to do with this information? It's long and detailed, nicely organized too! But what do we take away from this?
[quote]I just personally don't like the pacing and didn't think others would care if I made the absolute size smaller if I was giving them more planets to play on. [/quote] This doubles-down on making the game feel smaller, triples down really because movement rates are the same. More stuff on smaller maps, it's as if you want us to rush past the eXploration and eXpansion and get right into the eXtermination. Personally, I like the exploration and e
The 1.9 patch notes had this: Add ESC to close Ship Designer and Diplomacy screens I thought this would mean that after I have finished trade dialogue with a race, I could just hit escape a couple times to return to the galaxy map. This does not work! Why not? Why isn't the escape key consistently implemented throughout all the UI? I can escape out of technology, out of planetary management even from the designer. Yet