Intergalactic Trade. A Daring Escape. Guns for Hire.Galactic Civilizations III: Mercenaries Releases on February 18, 2016!
The human race is fighting a desperate war against the remorseless Drengin Empire.Both sides have become increasingly desperate, leading them to turn to the galactic underworld and their elite mercenaries.
Convinced already? Of course you are.But, just for fun, here are additional reasons to get the Mercenaries Expansion:
Visit the Galactic Bazaar and hire dozens of MercenariesDiscover Galactic Bazaars and choose from dozens of mercenaries for hire! Is that anomaly a little too dangerous to risk your own life and limb over? Pick a mercenary suited for the job and order them to do your bidding. Your bones are fragile, after all.
New Campaign! Lead the Torians to freedom from their Drengin oppressors Hire mercenaries and use them to help lead the Torians to freedom from their Drengin oppressors in an exciting new campaign. Rebuild your shattered empire from the ground up and thrive in the face of adversity.
Tons of New Ship Designs Every mercenary has their own unique ship for traveling across the galaxy in style. Speaking of style, there are lots of new ship parts to enhance your own customizations and styles!
Play as an Ancient Race of Warriors The Arceans, an ancient and honorable civilization of warriors and long-time enemy of the Drengin Empire, make their debut in Mercenaries! The Arceans have new racial traits and abilities and a unique tech tree to boot!
Play as an Old Familiar Race from Galactic Civilizations II The aquatic Torians are back and ready to fight! ...Well, sort of. They're ready to hire a bunch of mercenaries to help them escape their enslavement from the cruel Drengin Empire. The Torians are at the center of the Mercenaries campaign and also have new racial traits, abilities, and tech trees for you to explore.
Galactic Civilizations III: Mercenaries will be available for purchase on February 18th.Keep an eye on the forums and over at www.galciv3.com for updates and notice for when you can purchase!
"Every mercenary has their own unique ship for traveling across the galaxy in style. Speaking of style, there are lots of new ship parts to enhance your own customizations and styles! "
I am seeing a vauge implication of a ship style editor. Is this going to be a feature? Please say it is!
There's an easy to way to do it: Unanchor your shipyard and send it to the position you want to measure. It's so slow you will only change its position by one tile, but it will show you how many turns it will take to go to the new position. Since it moves at 1 tile per turn, the number is equal to the distance you want . Of course this will only work if the two tiles you want to measure are from the shipyard. If it's elsewhere then, no!
Usually the thing I want to measure is the distance from my nearest planet/ star base to a colonizable or invadable planet. I want to know the range my ships would need to have on them to reach it, allowing to minimize build cost or maximize other enhancements. Sucks to build a colony ship only to find the prospective planet is 1 tile outside of its range.
I dunno, I'd be pretty surprised to be able to place them anywhere on the (discovered) map. For instance, that'd mean I could park a colony ship one tile away from an extreme planet. Or I could plop a death fleet on an unsuspecting opponent (if I spent enough). I mean, I suppose it could work that way (and use something like the map editor engine to place the merc), but I'll be at least a little bit surprised if it does end up working that way.
What I suspect will happen is that they will be based out of somewhere and then travel from that spot to the destination you want. What the mec base actually ends up being tied to (an actual bazaar tile on the map, your homeworld [like many of the other unlocked units given by ideological choices], an improvement built on [one?] colony) is what I am interested in.
Still, you could be right. Find out soon enuf.
Never soon enough for us impatient founder kiddies checking our e-mail every few minutes, and our steam accounts and stardock store accounts to see where that precious Beta access code will show up.
If you have a ship selected, hold control and hover the cursor over the tile you want to travel to. A small box will display the number of tiles as well as the time it takes the ship to get there. In your situation, you could use nearby ships or build a cheap scout for this. Unfortunately it does not work with shipyards or planets selected.
That's hard to believe, since the vanilla AI doesn't stack engines on colony ships (it builds two, but it's fillers are life support and more colony modules). So either it was borrowing a stacked colony ship you designed for that race at some point earlier, or you weren't playing vanilla. I'd guess the former, in which case you should just delete your saved blueprints to prevent the AI from using stacked ships.
Oh, so this is where we get to pay for races from previous games that weren't included in the new version for whatever reason
You had to "pay for" more races in GC II as well. So " " right back atcha.
No because you can choose not to.
Yes, we had to pay for...wait for it...NEW RACES. And having purchased multiple copies of the previous games and expansions for myself and friends excuse me if I feel a bit miffed that the races in previous games weren't included.
Except at the end of GC II and all of its expansions, there were 12 factions. Expecting a brand new game to have ALL of those factions with unique tech trees and ship styles and other things is, frankly, unrealistic. Hell, custom tech trees wasn't even in the base game for GC II from what I understand. The fact that GC III has unique(ish) tech trees for each faction puts it leaps and bounds ahead of the base game for GC II.
And I keep mentioning the base game because comparing this to a fully expanded game at the end of its life just isn't fair. GC III has more things in it at is base game than GC II did. GC II did have a couple of more factions at launch. But since they didn't have unique trees, it's a bit of an apples and oranges comparison. As a side point, last I heard, the road map for GC III will be 16 total major factions (I don't know if this includes the Snathi Revenge or not). That will indeed put it beyond GC II.
Complaining about this is kinda like complaining about "new/old" factions appearing in the various iterations of Civilizations. I mean, one doesn't expect all of the features/factions of the last update of a Civ game to appear in a brand new version of the base game of Civ. Or at least one shouldn't, IMO.
Finally while I sympathize a bit on the "multiple copies" of the game bit, the fact is, this is a different game. This ISN'T GC II mk 2 update 3. It's a brand new game that builds upon the previous ones. Much like Civ 5 was different from Civ 4 was different from Civ 3.
Frankly if they didn't include more races from GC II that didn't make the cut at the beginning for whatever reason in expansions/DLC/updates, I'd be the one that was miffed.
I see in the Gamespot video that there is a mercenary ship that has "75% evasion", yet in the same video the evasion stat is still shown NOWHERE (Ship Designer nor Fleet Details), nor is it explained anywhere. I expect that Thrusters and Tactical Speed are also still a complete mystery in terms of mechanics.
Are the combat mechanics and ship stats pertaining to combat ever going to be explained (and even made visible)? I am honestly looking forward to more content for Galciv 3, but it still needs lots of quality of life additions (namely less obscure numbers and mechanics - in my opinion).
What is your confusion about tactical speed? It is the ship's speed while in battle. It dictates how fast a ship will reach its target, and so is useful on shorter range ships, while you want to keep longer range ships as slow as possible, as ships do not fly away from each other or maintain distance, they simply move ever toward their target.
Evasion is listed in the battle viewer - but yes, it needs to be listed in the designer as well.
More thrusters equal more evasion.
Hay L, I think your a smart cookie wrt this game but i think you missed this one. Just checked the hip component xml and thrusters only change threat,acc,& tac speed.
Long time ago it had a small jammer value which in effect provided evasion but it is no longer there. (But I could be wrong)
Yes there is plenty of confusion over ship thrust and I hope it gets resolved in a way that makes it a useful thing to install on your ships. Currently I stay away from it because my understanding is it does nothing in terms of evasion, and the clsoing speed that you might expect to help for say kinetic ships appears negligible to me in the battle viewer.
I think ships should start a little further apart so the range advantage is more noticeable (and thus thrusters become more important), and also evasion chance should be added. The balance point to be aimed for I think is that adding it to kinetic firing ships should be an obvious benefit, while adding it to ships with a wider variety of weapons to be more problematic and situational. So yes I want them on my kinetic ships...but do I want them on my missile ships? Well.....(and of course you have to take opponent weapons into account.) Missile ships battling slow moving kinetic ships should have a clear advantage in battles.
I find it very annoying that some ships appear on the battlefield within beam, sometimes seemingly even kinetic range. :/ That nerfs missiles, their big advantage is their range, but in too many combats, ships start out within beam/kinetic range.
I'll admit not knowing 'exactly'.
I only can tell you what I have observed. If i kit out a tank which has mostly defenses, 3 or 4 thrusters and only one weapon (usually a very fast mass driver) it will have 'evasion' of 50 to 60%. I can kit out the exact same hull and balance the weapons or have only say missiles and no thrusters (since you do NOT want to rush into any other weapon range) and it will not have the same evasion value.
The tank gets the 'escort' tag.
while the missile boat would get the 'capital' tag.
That is probably because the enemy has taken range boosts and your missiles aren't the longest range weapon in the fight anymore.
Another thing is the ships don't "appear" within battle range. The viewer skips the start of the fight and by default only starts showing the battle just before something is in range of an enemy ship. This was done to cut out the dead time as ships moved into range and speed up battles.
Nope. Starting position is determined by role. If your role says you start forward, then you start forward. Default roles don't distinguish between weapon types. Missiles are best placed on Support ships, so they start as far back as possible and don't move toward the enemy.
I'm not sure what you're "noping" here. The post prior to yours was simply pointing out that beams with enhanced range can outrange missiles. He wasn't saying that weapons determine starting position (although, in a sense, they do, since roles are by default based on added parts). Your post seems to indicate just the opposite, though, but I am guessing that you meant to say "BECAUSE" they start as far back as possible, instead of "SO."
If you are using Support in your fleet, your Guardians are not moving forward either. Which means if your Escorts are closing in, your Support and Guardians may not be doing much for quite a bit of the fight. Unless you are only using Support and Guardians.
I wouldn't mind seeing the dead time, because I like watching my ships move quietly through space heading for the kill.
Yeah, my apologies, I misread the post. I did think it was odd that The Sisko (who's game knowledge is usually impeccable) seemed to be saying what I thought he was saying.
Though weapons all use threat, so different weapon damage types (and so ranges) don't change the ship's role at all - which is a mistake imo.
Also, not sure there's a grammatical issue with the use of 'so' there. The 'they' in question refers to the missiles rather than the support ships, so 'because' wouldn't make sense from that point of view.
I'd prefer having the dead time in too tbh. It's removal may be one of the reasons that the animations go out of sync.
Its nice that the Korx aren't dead
Korx: Yay... The Dominion thing didn't work out. Its what you get when your fleet of highly trained mercs is on commission and Kona kept them out all the time. Maybe we should have had genetically engineered zealots for personal soldiers. So Can I interest you in this fine fighter squadron of the lethal females of the Carinoids? They are full fleet of several custom fighter configurations that offers great utility for any type of dog fight and The best part. They do their own recruiting and repairs meaning little down town between battles and you only lose your investment if all ships are destroyed and the squadron will automatically rebuild itself. So how would you like to discuss your payment plan. 400bc a week for three years...
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