Does anyone else think that the game's very mechanics don't work at all with many opponents? I have a Galaxy on Insane with Abundant Systems, Habitable Planets, etc... and yet there still isn't enough planets, resources, space, etc... for even 20-40 factions without things getting retarded.
I find that using high number of opponents doesn't work because the game does not have the resources(planets, systems, etc...) to support them. I'm playing with 40 factions with Insane Galaxy Size, Abundant Systems, Habitable Planets, etc... and there just isn't enough space and resources to go around, everyone has a couple of systems and spends so much time competing for things that you can only have one thing but lose everything else.
For example, you want to secure systems for habitation because the AI acts weird and decides to take the planets next to the player instead of near itself or it's neighbours, so you have to rush colonization, but then everyone claims all the resources and artefacts and plops stations in-between all your worlds creating a heinous patchwork of territories. This also results in not enough Ideology Points early game, meaning Ideology points come to a grinding halt without more planets to colonize.
And all of this was on BEGINNER.
Lastly, is it normal for opponents to be able to go through your territory and settle worlds, build star bases, etc... in your territory? Why can they do that and I can't tell them not to yet they have a fit if even a trade freighter goes into their territory without permission?
Its like they never played a few dry runs of the game and simply said... SHIP IT!
I haven't tried that myself, but the point of the different galaxy settings is to provide different gaming experiences. Obviously a crowded galaxy calls for different tactics than an empty galaxy. So I'm not really understanding your point - if the game is different with high numbers of opponents than it works as intended. If you don't like it, don't use such a high number?
It was the same in GalCiv2 and it took me a while to find out what parameters are fun for me.
Yes it is normal. The reason is, that it is not your territory as in your property. It is just the terrority in space your influence is stronger than somebody elses. If you want to stop someone from going into your territory than you either have to make some kind of treaty/UP resolution or you have to resort to war.
I have been playing since Alpha. The game plays fine. I have seen players play with 70 factions on an insane and its a different type of play then having 15 factions. There should be ideology given to planetary invasions but that is another thread.
I do not understand J5S's comment. It makes zero sense. The game has been intensely played by 1000's of players for the last YEAR, to say it was played a few times and shipped is a disservice to all the Alpha and Beta people who have been posting here all that time.
Yes all factions can go through your territory and set up star-bases or such. All the more reason to go to war. How are your turn times with that many factions and how many turns have you had so far?
I also have been playing since Alpha, the problem here is as Larsenex said it's just a different type of game play with that many races on that big of map, if you want more resources and more systems play with less factions.
Now on the other hand, I do agree the game played much better w/ more systems and resource prior to the patch 1.02 update, however, you make the game what you want it to be The game is great and I hope it eventually meets your standards.
I have 766 hours logged and I am just a Putz. However, my extensive training renders me resistance+5 toward level 1 implied insults.
I have 26,469 minutes logged
Did you really need to post this 3 times in 3 different places?
I've found 40+ empires to work fine on big 1.01 maps, but the nerf to huge/abundant maps in 1.02 reduces everything by 25% and planets by 60%. That puts a fairly serious squeeze on everything, particularly as you start to approach 100 empires, when you start dropping to only 5-6 planets per race. The solution there is either opting-out of 1.02 until Stardock have finished balancing it, or modding the files to restore the old values (I recommend the latter, since the AI in 1.02 seems less inclined to spam colony ships until it hits the approval cap).You can even increase the size of insane maps... though you'd better be using a real beast of a system if you want to go over about 2,500 habitables.
The "game" doesn't even have 20-40 factions, clearly this isn't the intended experience they would design maps around. If you want to create 20-40 factions to stuff them all into a map they don't really fit in, that's a choice outside of the norm. If you want them to actually fit, then you should probably consider taking the few seconds required to alter the maps to go with all that time you've spent creating custom factions.
Familiarize yourself with MapSizeDefs.xml and GalCiv3MapDefs.xml and you can make the map generator your bitch, instead of bitching about the map generator.
So you have achieved Putx Lvl 2 ?! Wow, grats.
hint you have almost double you rock!!
Only 766!? Rookie! I've got 837 as of today. Tonight there will be several more hours to add...
For now until they tweak whatever the final sizes will be BuckGodot did a great mod to set the level of stars and planets back to 1.01 levels. The thread also tells you how to add more and edit map sizes. I think for those super massive 50 empire mega universes we'll almost certainly have to mod our universe size and generation.Here's the thread: https://forums.galciv3.com/466422/page/6Buck's mod is on page 6.
I appreciate what you're saying, and I totally get the performance issues of running ridiculous maps. However, I think I repeatedly heard Paul and Brad say that the game supports up to 100 major opponents. Now, if you're going to say that all the time: making forum posts trumpeting it, mentioning it on the livestreams, it might even be in promo material; then I sort of expect to be able to make a playable game with those 100 opponents in vanilla and not resort to mods, even if I obviously need a beast to play it.
I expect that when Steam integration gets in place and we can share files, there will be a flood of factions to play with. This should end up as the opposite issue, more factions than you can shake a stick at, even a Galactic sized one. I think the point has always been to give the community a sandbox to play in and share. The factions they supply were always offered as examples of the hundreds of opponents there will be.
Right now, I have a batch of factions I downloaded. I just pick blindly until I get a good number of opponents. I don't which factions have which stats yet, and it will do for arbitrary opponent selection for now. However, I will take this opportunity to ask for proper random opponent selections. It will make dealing with a list of thousands of factions a lot more manageable. I do not see that as an improbable scenario. We are an obsessive and creative lot.
A custom faction is a mod. Whether you use the in game generator to create your mod or not is irrelevant, it's just the same as adding or modifying any other asset. It's not even as simple as changing the maps are.
The game does support 100 major opponents. It's quite playable with only two or three planets, you can even run up the ideology tree by getting the building that produces points ASAP. If this isn't your preference, then you should mod the maps to your liking while you mod in dozens of factions. It's not rocket science, the game supports the capability just fine.
Using an in-game option is not a mod, period. I can create 100 factions in game, the game supports 100 factions, I want to play a proper game against 100 factions with Vanilla. As to your two planet example ROFLMAO... I just imagine everyone floundering in research, cash, and production levels at mid-late game and the whole galaxy crashes and burns.
There are games with an entire mod development kit built into the game itself, a mod is a mod whether the tools to build it are built into the gui or not. Accept reality, or live in your delusions of slight, the choice is yours.
I can speak for this right now... In my current game I'm playing with 90 races (I know it's not 100) with abundant on everything. (Started v.1.02 with reduced planets) and each race has about 6-8 planets some more some less. With 100 AI your average will be between 4-6 (being there is a hard cap of 600 habitable planets unless you use a mod). The game is running smoothly at this point around turn 200 (2 minute turn times). However, it does work and does support it. Would I like the old density back? Yes, that would give each race somewhere around 12-16 planets on average but, the game is what you make it. If you want more planets for your races then play with less players.
As far as your mod answer, correct, if using in game tool it's not a mod but an included feature. You can, however, also add races by mods if you want as well.
I'd say that's well into mid-game. Has everyone stalled on research and cash to maintain fleets? Sure the game runs smoothly, but does it still play smoothly? Do you have tech-trading on?
P.S.- Can I get a screenshot of the UP council deliberating? That sounds pretty epic.
Yes, I have tech trading on. Ships jump around on map versus moving smoothly on tiles (I have reported and created tickets on it since beta 5). However, the game itself is running good. I just had the UP meet for the third time so I'll have to wait another 20 turns to get them to meet again. (With that there is some misplacement and overlap but to me it's not too bad, haven't created ticket on it.)
A few more screenshot requests. Can you do some of your various graphs in the govern screen? That'd give me good ideas on the info I really want to know.
Graphs right now only show the top 10 races, however, yes I can post screen shots later this evening after work
I counted (haha bet you thought I couldn't) and I have 93 factions available, but as stated above, I am just a rookie, so you can assume I am not really trying.
Click, click, run. A mod is something you have to download from Nexus, activate, run LOOT, pray it works....oh sorry I only have to do that for Skyrim, don't have all that whatever with GC3, but what the heck a mod is supposed to be real work right?! Can you really blame me for not getting that?!
And I have run insane with 60 or 70 (I can't count everything! Sheesh) factions and I found that the game does run smoothly on my crummy four year old computer.
Except Seilore is right (don't you get tired of that, huh? I mean what the heck) the ship movements are a bit jerky. That's the only thing I noticed though. As a rookie though I probably missed all the important stuff. I really have to get back to playing this horrible broken messed up piece of garbage, I mean if it really was decent and worked right I would have my 1000 hours in by now and I wouldn't have people calling me rookie...OUCH I think my feelings are hurt*.
As far as the UP, well, it's way too many peeps to count, now that I am tired of the brain exercise. They don't vote my way anyway how broken is that?!
*jk, about most everything actually, sorry, just can't be serious when I read some forum posts, I am a horrible person too, and dang old to boot.
lol Bamdorf, Yes the ship movement being jumpy as the game goes on get's old but, playable. UP isn't really broken just some of the race tiles are overlapped, not a huge issue, which is why I haven't focused on that. Otherwise I like what I see, I'll post those screen shots later
I can speak for this right now... In my current game I'm playing with 90 races (I know it's not 100) with abundant on everything. (Started v.1.02 with reduced planets) and each race has about 6-8 planets some more some less. With 100 AI your average will be between 4-6 (being there is a hard cap of 600 habitable planets unless you use a mod). The game is running smoothly at this point around turn 200 (2 minute turn times). However, it does work and does support it. Would I like the old density back? Yes, that would give each race somewhere around 12-16 planets on average but, the game is what you make it. If you want more planets for your races then play with less players.As far as your mod answer, correct, if using in game tool it's not a mod but an included feature. You can, however, also add races by mods if you want as well.
I do see the point everyone is making. Looking at the xmls adding new size and settings choice drop downs that will show straight from in game really isn't that hard to do. It should be as easy as copying a definition and writing it in with a new name for it and then setting it's parameters in mapsizedefs. Haven't tested it yet but it doesn't seem overly complicated.I think right now though they're more worried with balancing and fleshing out more content and bug hunting. Since it's just as easy as scripting in more options in a drop down box and making sure there's a xml definition for it, it honestly wouldn't surprise me if once more pressing matters are taken care of if they don't add extreme settings in. Just give them time. I'm sure there will be default improvements still to come from here.It's just a question of who will do it first, them or one of us modders. I'm sure if we don't they will just like I said they're more worried about bugs and balance and polish right now than in adding in more default options.
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