I think the tile is discriptive enough.
But for those of you who like to be specific ....
What new features do you want to see in Gal Civ 3?
Is there something that you want to see from Gal Civ 1 or Gal Civ 2, only you want it to be better?
Do you want it to have Real-Time, Control Your Warships, Space Battles?
Etc.....
So please respond.
ROCK ON!!!
1. Yes. Can be modded right now, but internal editors are always preferable.
2. This already exists. Try the circle button on the control pad.
3. Good one.
4. I don't know if it does this already. If no, include it!
5. I have talked about this before, and the main problem is that 3d modelling is HARD. An internal graphics editor would really just confuse people. (Not to say that SD shouldn't MAKE a graphics program, however!)
6. YES YES YES YES YES!!!!!!!!!!!!!!!!!!!!!!!!!
7. How would this work?
8. Good one. How would the UI look?
2. Really?!?! DOH!
5. Ya internal component builder would be sweet...
7. Well kinda like Mechwarrior paint jobs, Chromehound paint jobs, Forza, or PGR paint jobs... Something like one of those or a mix... but that would be kinda hard to get in... Also it would kinda work your computer and be hard on older computers with more and more ships being build by many different empires... so either its optional or forget it... But if they make it I would be happy.
8. Ahh just a little pan button with arrows I guess first you Select the part you want to pan. Maybe 2 buttons one with left, right, back, forward and the other with up and down. Put the button by the other editor buttons and sliders on a corner somewhere.
Crap every time I remember something or look at something to improve random ideas come in and others I forget to add DANG IT!... I will add more....
Yellows, greens, blues, purples and whatever else can hover above my darn reddishly sharp Apocalypse ships even if i can already turn them off by clicking on the provided camera dot!
(Oooppsss, shoulda known someone would also point you at the tiny circle! )
(PS2; as for the rest, ShipYard needs total revamping as i've stated elsewhere and strangely your ideas are a perfect match of some suggestions already made -- that makes two of us.)
I prefer the standard modeling Z'Y'X' coordinates system to Yaw/Tilt spheres though.
how about a fleet building option button. Ie you want to build 5 or more fighters or show those fighters at one time. And you want them to be indentical in build.
The thing in the upper right is called the camera? We need some accepted terminology for this!
Well, that's what it's called in the dxpack, i suppose it must be the Camera. Side/Front/Up views, +/-... ya know.
Lesson21 from DL/tutorials shows you how. And if you launch from orbit (since they will be built in sequence), they'll already be stacked and ready for fleeting.
sorry i meant design not build
The main problem I see with the ship designer is that I'll often think up a design and be like OMG I MUST BUILD THIS... then I'm building it and have to put extension pylons or poles to get the peices where I want them because theres no null point where I want one to be... something where I chose what part of the piece I'm adding is attached to the null point would be nice... and a thing where you don't need null points it just attaches to whatever you click on (thats closest to the screen).
And a clipboard function... (copy/paste/etc)... at least this one... can't be that hard stardock.
Moore things like
I love this event. Always choose Neutral option on it.
Fun and humour, Jokes. thats what i want to see.
It would probably be better to drop the base size entirely and make engines (and life support and some defenses) take a straight % of hull size. A top-line engine takes a flat 10% of hullspace, regardless of ship size. So if you really want to, you could strap 8 of those on a hull, with a minor weapon and a survey module and make one badass anomaly harvesting machine (also useful for collecting experience anomalies before upgrading to a real warship).
The problem isn't currently as bad as you think. In fleet battles, defenses degrade during each round of combat, so the second small ship is firing at reduced defense. It's still an advantage for the bigger ship, but it's closer to 20+10 instead of 20+20.
With the current defense degradation, the offensive part of this isn't that big an issue. The defenses might be believable for missile defense, maybe even shields. Not for armor.
True, but I'd rather have a dull, humorless game than one that is filled with dumb puns and plays-on-words. Just be sure to cut anything corny, and you have my vote.
EDIT: This refers to the post above WIlly's for those of you who are easily confused.
Hmm, yes, there is that, they should not overdo it, but have some. its a balance thing. but id hate it if the game turned dull and humorless. Id like a few laughs here and there.
Shipyard stats don't show race bonuses, no. I'm not absolutely certain they should, either; at least not solely. Showing both would be nice, if it's clear enough that you only have x attack, not x + y attack, etc.
@Willy
It occurred to me that we compared ships based purely on their logistics costs, without truly accounting for their combined space (which with sizemod factoring in isn't as relevant, although we did try to an extent) nor their combined cost, the latter of which is probably the more important metric. This isn't to say that tiny/small ships don't need to be buffed; they do. And fleet combat is honestly a mess. But I think we could start by lowering the logistics of the smaller ships.
Thoughts?
Bullshit.
Now enter an Arleigh Burke class destroyer (I picked the newest destroyer class I knew off the top of my head). This only weighs in at 8315 tons compared to an Iowa's 58000 tons. So multiply the 6 inches/second recoil by about 7. A 3.5 feet per second thrust is hardly "skimming across the ocean" to something already moving 30 knots.
That would be a valid point, except the Hood was most likely destroyed by plunging fire, not a hit below the waterline. Neither aspect was well armored, as the Hood was a battlecruiser, not a full battleship.
Edit: damn posting from work, I get too distracted by other things to post in a timely manner.
More ideas...
Just shooting this out there... how about ethinically tied structures as an option this might make trade grabing a little harder ...?
Galaxy Setup
1. For military wins add button below surrender called sudden death ie take their capital they have x turns to take it back and super sudden death you lose on loss of your capital. Maybe lower the military win multiplyer a little for sudden and even less for a super sudden death. Basically if you want to kill everyone quicker just add these if you want as options.
Choose Oppenents
1. When you select randomly pick races, still be able to pick a few races that you still want in your game. SO if you love Terrans they can be picked and everyone else is random.
Civilization Manager
1. The in the Civilization manager in the colonies TAB. I would just add one more thing. Structures. Basically this show what you have already build but I am not talking about structures under construction. Now different buildings would be represented with very small symbols or small letters. So basically you know if you put farms down, recruitment centers, Biosphere modulator, etc... You put your mouse over the picture, it tells you in text what it is. Cause this would help out in later colonization phase or in grabing enemy planets so you know what ya build and can stay in the manager longer and only go to planets that need attention instead of once every while double checking all your planets.
Ships
1, Longer names... I know I should abbreviate but god COME ON PLEASE LONGER NAMES!
Turns
1. I think turns should be 2 weeks to a month... cause yes population boom is unreally but they say that ie terrans there is still a USA, China, etc... and every turn people leave to join your empire. But This would make it a little more realistic.
Quarterly Report
1. In the quarterly report ie journey begins. Customize it for every race. Its the first thing you read at the beginning of the game.
2. Oh ya almost forgot Top most powerful civilizations... Now when I KNOW I am on top and the game is goin to end with me winning why the hell does it show me at #2 or at the bottom... 20 bucks its has to deal with military rating and I know it ... Now if you conqueror someone it really needs to add military points to you. Same for the AI too when they chop off heads.
A. Ok, but you may have to change the names a little...
B. Excellent!
C. There is a "social project" filter for them....
I edited C. Its for structures already built (colonies TAB in Civilization Manager and I am not talking about Colony Management). Wait a sec are ya thinking about the improvement summary...?
In that case, it would certainly help with the micro-management.
Now, for something that has been bugging me about tech trading:
When you get a tech, you can use it, but you don't get the techs before it. This makes no sense whatsoever. If you gave Thomas Edison perfectly detailed schematics and step-by-step instructions to build a nuke, he would still be unable to do it because he did not have the industrial equipment, raw materials, or background knowledge. Same thing with techs. You should only be able to trade techs that a civ already has available. Of course, you could just give them an entire line of research in order at once if that was what you wanted to do, but it would not be possible to do the reverse. Needless to say, the AI would have to be programmed to only value the last tech in a sequence, but it already can discriminate anyway, so I don't think there would be any difficulty. This might also help to minimize the whole tech dealing problem, although it wouldn't get rid of it entirely.
Ahhh thats crossed my mind too... Say I need Proton Torpedo III, but I only have Protonic II... You need to trade for Proton Torpedo I and II to even use it... Also you would have to wait a turn to being taking advantage of the new tech ie cant place new weapon for a turn... but lets get another example...
Say I have Harpoons but I want Proton Torpedos III. All you need is Proton Torpedo 1-2... cause its a seperate tech from Protonic... And you still wait a turn to use them. I think this would work well. Also keep double checking previous replies I have done on last few pages.
@Scout
Is the simple solution of requiring that all techs preceding a tech be a prereq for both it and the items it unlocks too complicated? GC2 does in fact support multiple prereq techs, although the tree doesn't handle them well in the view, and we've spoken off and on about GC1's multiple prereq system as well.
For instance: Change Warp Drive (the engine) to require Impulse Drive III, Impulse Drive II, Impulse Drive, Ion Drive, New Propulsion Techniques, and HyperDrive, in addition to requiring Warp Drive (the tech).
The hood was hit at a turret and the round got into the magizine.
It was a battlecruiser which means that they removed even more armour from it for speed.
The Iowa class ships said round would have had to penitrate 16 inches(?) to get to that magizine.
It's not perfect (you would still get tech bonuses and it wouldn't look quite right) but it's better than what we have now and it CAN be implimented in GC2.
I reedited my replies ie this tech subject... I think I figured it out a fair way for tech trading for new stuff.
Ohh ya you guys know how everyone complains that terror stars are too slow... how about this
Every 2 maps sizes it gets a speed bonus of 1. So tiny speed of 1, Medium speed of 2, Huge speed of 3, and anything bigger speed of 4.
Also Terror Stars can join fleets.
Blockades
1. Park your ships on your enemy's planets.
2. Requirements you need logistics level of 3 to 4 (depends on race).
3. You need at least 4+ ships to do it and you need a Carrier (then with any other ships), or at least 2 mediun ships(with any other ships sizes and you need at least 1 tiny or 1 small vessel too ie your fast ships to tackle )4. The enemy planet doesn't give out money, tech, and building stops.
Planetary Defense Structures, Invasions, Planetary Bombardment and Defenses against Invasion (tactics)
1. Brainstorming... come back later...
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