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!!!
This would be good on blockaiding if we had non ftl engines.
Please don't do that...how would you like it if I went back 20 pages and edited something? It's difficult to find it, regardless of where it is, when you do that. Feel free to make a new post; we're not anal about double posting in here.
Turn length has been discussed before, but not...wait for it...at length. (Okay, that was bad. Really, it was horrible.) I think most of us would prefer a month, though.
Terror stars can join fleets. But like anything else, they slow the fleet down to its lowest movement-them. Have you seen the terror star thread where everyone's trying to guess how to move it across an immense galaxy in one turn? (No, this is not a normal situation, but it can be done.)
Also, just for the record, I'm the one guy who thinks that Terror Stars are overpowered, even with all of their limitations. I've suggested that they blow themselves up on the star they blow up on (and this would in fact make room for them to be moderately improved in other ways, which is what everyone else is asking for), and thought I ran into this in one of the betas and was going to praise SD 24/7 until I realized it was the invisible ship bug.
I really don't see how or why anyone would choose to use a TS to destroy multiple star systems, anyway, so I'm not sure I understand everyone's opposition to the concept (at the time, at least, but I honestly doubt it's different even in here-no offense).
@Scoutdog
Well you can at least tie bonuses to buildings that aren't unlockable without all of the techs and in some cases perhaps even give them a +1 to PQ so they effectively don't take up a tile.
And yes, I'm trying to find ways to make things work within the current system; although it does need remodeling, I'm not convinced it needs to be replaced entirely.
Wait would you like if blockades required Impulse engines or warp drive to even start blockades too. Cause I can see that early attacks can really screw the player and the AI over.
We have non FTL engines right now in real life... what are ya getting at?... heck if we had FTL engines think of how sweet our nonftl engines would be...
Oh I didnt know if double posting was bad so sorry about that I will keep that in mind for the future.
Just do what I do, and if you have a new idea before somebody posts after you just update, but never edit a post after someone else posts.
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?
I don't know about lowering the smaller ships, as they seem relatively well balanced among themselves. Raising the large/huge logistics might work, though. To get parity in hull space you'd need to get huge hulls up to 18 logistics, but you'd still face the engine space issue unless we go to the straight hull % engine model. I don't recommend bumping them all the way up to space parity, but 14 or 15 might be a decent compromise.
RE: requiring all previous techs
It seems a bit too restrictive. Perhaps requiring warp 1 to use any version of warp engines. Require impulse 1 to get warp 1, and warp 1 to get hyperwarp 1. Same thing with weapons and defenses - first tech of a series required to use any one in that series or to get the first tech of the next series. This lowers the ability to jump techs, but doesn't eliminate it entirely.
Sole Soul - I don't think I spoke up during beta (I wasn't very active) but with experience I'd completely agree with Terror Stars being one shot weapons. Hell, scrap the entire TS concept and make it a ship module that takes up 100% of whatever ship it's on (to prevent engine related cheese) and - here's the kicker - non-upgradable. To get one of these things, it has to come out of the shipyard as one (to prevent engine & upgrade cheese). Make the module cost about 1000 production and you won't get too much spam of them.
I would like to add my voice to those who've mentioned improving the terror stars, more diverse planet types, and most especially tactical ground invasions.
awesome game.
something else to consider. Just because a planet is a gas giant or nonhabitable doesn't mean that one or more of it's moons aren't or you couldn't put a satilate city in orbit.
All I am saying is that a ship that doesn't have an engine to move it 1000 feet isn't going to move. Even if it is able to jump to the next star system in 30 seconds or however long it gets there.
And yes we do have non FTL engines right now in fact we have two systems on our shuttles one to get in orbit, one to manuver.
Use the PLACE button right near the animated components bottom left. Hovering elements (half-transparency status) yet to be placed should have selectable HP links instead of just one "invisibly" hard to determine default, though.
I wonder.
Take such a linear noding tree apart and what you'll get is exploits so hard to contradict your Diplomacy edge will feel like a pre-translator loss of influence or lack of economic Capitalizations PIs which you'd have to wait reseaching until it is already too late.
Bring the BlackHole Guns and you'll feel Missile Defense is still too much of an investment in beakers.
And so on.
Don't worry... keeping track of ideas in here has been, say, problematic. The best way would be to have a "solid" definitive set of ideas into a single post that everyone can refer to within a week or less. Why i was suggesting to seal the first post you made.
The chaos is ongoing, i doubt my earlier attempt at IDtags for X or Y was systematic enough to put some order sadly - since i'm seeing repetitives all over continually.
Sooner or later we're gonna have to reach a consensus where all or most objections have been resolved and a very high majority approves with this * .
Trick will be to issue a coherent summary about specific features. Any volunteers?
I thought so.
A GUI that gives me all the planet data I need from the galaxy/top level HUD.
I do not like having to click on the HUD to get certain essential planet details that I just need to glance at: time remaining on social project, for example.
Colony Manager/List. (In Civ Manager window.)
Learn it. Love it.
Or is your problem that this screen is too far down?
It would be nice to be able to put off a vote of the United Planets sometimes to look at the map of the known galaxy, review current reports, stats, treaties, and/or use this turn to trade or bribe someone with money or technology to vote for you or vice versa. The vote could only be postponed one turn. If you fail to vote the next turn, it will show your vote as not voting which would upset your people or the race that bribed you or et cetera. If you do this too many times the council can punish you in someway like restrictions, sanctions, and/or even expulsion. I also would like to be able to place an item or select an item that could be on the United Planets agenda, but only if you can get another member to support you on this item before mid-November.
It would be nice to be able to put off a vote of the United Planets sometimes to look at the map of the known galaxy, review current reports, stats, treaties, and/or use this turn to trade or bribe someone with money or technology to vote for you or vice versa. The vote could only be postponed one turn. If you fail to vote the next turn, it will show your vote as not voting which would upset your people or the race that bribed you or et cetera. If you do this too many times the council can punish you in someway like restrictions, sanctions, and/or even expulsion.
I also would like to be able to place an item or select an item that could be on the United Planets agenda, but only if you can get another member to support you on this item before mid-November.
Fits well within the current Diplomacy suggestions summary.
What I would like to see in GalCiv III (or a patch for II)
1. Able to 'flip' Mining Starbases for those lovely resources
2. "Privateer" ships - basically with a 'hidden nationality' function so that you can act like a pirate. Of course, there should be a % chance that the opponent can find out whose ship it is. Also, if the ship is defeated, then a larger % chance of finding out who the ship belongs to, possibly starting a war. Would make for some interesting combat, I would think.
3. Tactical combat, ground and space.
4. More campaigns and scenarios.
5. More modding (well, this is for the community, I suppose. I compare this to CivIV, which has a tremendous modding community. The XML coding system is not too difficult to play around with, either)
What I already like...
1. The AI - best AI I've seen.
2. Unique experiences with the different races - so far I've played games as Terran and Altarian. I really like diplomacy, and causing opponents to fight each other. And the Altarian tech tree is wonderful. So, of course, I made a custom with Terran's Super Diplomacy + Altarian tech tree. My favorite thing to play as... will try the others at some point.
3. Multiple victory conditions
4. Large tech tree
5. A nice background story
I would like to see a civ that starts out with its homeworld as an extreme planet... maybe this is moddable atm but if it isn't I want it.
1. Able to 'flip' Mining... Use territorial range and Influence SBs, you might get some. I prefer a non-flip feature by components added to far away fields to keep those. Otherwise, even the Miner ships are useless other than exploiting the nearbys.2. "Privateer" ships - Refer to Ultimate Espionage.3. Tactical combat, ground and space. Gee, again?4. More campaigns and scenarios. Leave that to Modders, tutorials are already extensive enough. 5. More modding... Xml is the trick, learn how to use it.
If we're going to make upgrades that confer flip immunity, we should also have modules that confer defense and more HP so that rampaging enemies can't just pop them at every opportunty.
No, i meant a no-flip component (or upgrade feature) for the mining facility itself, not ships.
We still can stack a defensive fleet in these precious asteroid fields to protect the supplylines and yet when the lonely Miner is in standby it is as weak as we want them to be for waiting at the wrong spot.
Now come the yellow "pirate" icon and soon after a weird popup warning about Race X will grab it; i simply decommission and rebuild -- i'd rather not have to.
Yes, that's what I meant. When an enemy ship gets into one of my worse-defended systems, they can bust all of my mining colonies in one shot before I can reach them. Perhaps the word "modules" was a bad choice.
Sorry, i had edited supplemental stuff, now it may seem more obvious why.
I have never once seen that happen. They will destroy your miners, but not the mine installation itself. *I* have done it quite frequently, but never the AI.
@Willy
Same. Actually, I think I've seen the AI take one out once.
@Zyx
If you'll read up, you'll see that the suggestion was about resource starbases, not mining bases.
Which I would disagree with as well. They don't need to be vulnerable to influence (unless we're going to make them an equivalent to a planet in that regard there's absolutely no reason for them to be, as they would be too easily flipped); just somewhat easier to trade for.
Although, we could certainly address the starbase mechanic by having starbases essentially be mini-planets (blatant stealing from Sins here, actually) in the sense of having influence as well as population, though not necessarily tiles.
True, but let's not make the starbase imp/modules TOO powerful: if you had the ability to plop a full-fledged planetary culture/military "planet" right next to an alien capital, it would (obviously) screw the game into the ground.
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