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!
I had mine as Capital Ships. They had several range boosts on missiles, but when I'd take on Drengin fleets, the Drengin ships would fire beams and kinetics immediately. I think my Missiles had a range of something like 1320, and their beams 1100 or so, but my ships would just appear inside the range of their beams so there was no advantage to the longer range of my missiles. The whole point of using a weapon with longer range is to be able to take free shots, but its entirely lost because of a flaky combat simulator that decides my ships should play nice by not firing until the enemy can fire back despite my weapons having supposedly greater range.
If you can re-run the battle check that those range figures are correct. Also check the battle log to see who fired first. Missiles travel far slower than beams and kinetics in the viewer (damage is done when the weapons is fired so it shouldn't matter) it might be a bit of an optical illusion that the Drengin are firing first as they appear to hit immediately while missiles can take several seconds to reach their target.
It still could be the viewer that is the issue. It is far from bug free.
If anything is flaky, then it's the battleviewer and not the simulation. Battleview is inaccurate in many things, look at the combat log for analysis not the firework show.
I can't replay it, unfortunately already moved past the end of that war, but I was mousing over the ships with the combat viewer and right from the getgo, my ships were in range of his ships. I had range-boosted missiles, all the Drengin had were beam weapons and they were able to fire immediately at the start of combat.
Hello Stardock, and fellow Space Lords !
I have a question(s) about this expansion, if you be kind to hear them.
1) a : Are the Torians the only new race added in this new expansion ?
b : How about Arceans ? DIdn't we liberate their homeworld in the campaign already ? Are there any other aliens?
2) a : Governments: Are the elections finally back in the game ? (i miss the adrenaline of elections very much from Gal Civ 2. My gameplay was such, what every elections i was risking of loosing more then half the seats. Anytime i retained the majority was very gratifying)
b : Spying: Any of those features being added?
3) a : Ships : I usualy don't design my own. I use base ships. I would like more to choose from. I only play Humans, never tried to play for other species in Gal Civ, GAl Civ 2 or in the 3d one, so personally, im asking if there are any more human ships designs in the shipyard ? IF no, can at least a few more be added ?
b : Ships Equipment : All the base Terran ships seem to come only with shields on them, even then i research PD and Armor. Sometimes, for weird reasons, all those ships switch to armor or PD for unknown reasons, but for most part they stay with just shields. Can each of Terran base ships, get a PD, Armor and Shields variants ? (I know, i can just edit them, or design my own. But i never use the ship designer. Its just too complex 4 me to use, so i rely only on the base ships already available in the hangar)
That is all i have.
Thank you for your attention, looking forward to read the reply.
Wish u all the best, MastahJ.
If the Drengin had range boosts to the lasers and YOU had range boosts to your missiles it is entirely like that the Drengin DID fire first since laser are much faster and with range boosts can in fact get in about the same range as missiles.
If your ships appeared to NOT fire while you were getting hosed by lasers then I suspect those ships had a slightly lower range compared to the Drengin beams.
Yes, the Arceans are part of the expansion. Unfortunately, the other features you suggest are not part of this expansion.
The Torians come with a full fleet of their own ships
It's probably worth noting that the 6,000 credit ship in the screenshot appears to be locked until a later age, so you're probably expected to buy it at the same stage where you're pumping out large ships. But yeah, I could easily scrape together 6,000 credits in the relatively early game, if I felt like it was worth it. You can get that much by selling your excess resources, or in one round of tech trading with all the races. Selling exploration or research treaties is ridiculously lucrative, as well, and you don't even give up anything in the process. That might be difficulty-/settings-dependent, though. The AI probably tends to have extra cash on hand on the higher levels compared to normal, and having lots of minors on the map definitely makes this easier.
You are correct -- some of the ships are locked to later research ages. The red mercs are available in the Age of Ascension and its much more feasible to have that gold on hand. Having said that, we are still tweaking the balance and costs.
So pete when you unlocking beta for founders?
By pete i meant pshaw!
And again, as I mentioned, not according to the info in the combat viewer. When I clicked on the enemy ships, I can't remember the exact range, but the longest range of the weapons for their ships (which were only beam-equipped) was significantly shorter than the longest range for my ships, but because my ships first appeared inside the beam range of their ships, that advantage was entirely lost.
See? Complete and utter confusion over combat when it comes to things such as range, acceleration, speed, evasion.
People claim to know what it all does, yet no one is agreeing on anything.
I wonder if Paul ended up making the Torian's use water tiles, which he talked about looking into in one of the streams.
Was there or is there going to be a Gal Civ 3 twitch cast with Paul showing off all the new features and to answer some questions? Would be nice
As stated by Island Dog.
Come on, guys! The announcement of an eagerly awaited hot new expansion pack - ONE new feature. This must be some kind of an early April Fool's joke, right? And the extra stuff like two new factions and new ship designs is fluff, pure and simple. I'm not even going to argue that point. It's almost as if Stardock are too scared to implement anything new in their game in case they offend someone who might give them a bad review at Steam, thereby reducing sales. C'mon Stardock, i think you guys are wonderful but lift your game...
Plus two new races, new traits, new ship parts, and a campaign.
They've been putting out new content every two months and if memory serves it's something like a 12 person dev team with some of them working on multiple projects.
So Feb 18th is the day I get to avenge the insult torians did to me in galciv2 long time ago.
The components which boost range are:
The Bane, very late-game, boosts the range of all three weapon types by 50%, one per ship and affects every ship in the fleet in which the ship mounting the Band is found.
The Energy Accelerator, relatively early game, boosts the range of beam weapons by 30%, one per ship and affects only the ship upon which it is mounted, costs elerium.
The Slingshot Booster, relatively early game (similar position in tech tree to Energy Accelerator), boosts the range of missile weapons by 25%, one per ship and affects only the ship upon which it is mounted, costs antimatter.
The Kinetic Accelerator, relatively early game (similar position in the tech tree to Energy Accelerator), boosts the range of guns by 50%, one per ship and affects only the ship upon which it is mounted, costs durantium.
The Acceleration Field, relatively late game, boosts the range of guns by 25%, one per ship and affects the fleet in which the ship upon which it is mounted is found, costs Durantium.
So, under the assumption that only one of each fleet-wide range-boosting module is in effect per fleet, the attainable end-game range boosts are 75% for missiles, 80% for beams, and 125% for guns. Basic weapon ranges are 1100 for missiles, 800 for beams, and 600 for guns. End-game weapon ranges are therefore 1925 for missiles, 1440 for beams, and 1350 for guns. Yes, range-boosted beams quite obviously have similar range to range-boosted missiles by the end of the game. Oh, wait, no, the relative range advantage held by missiles hasn't actually changed that much (at base range, missiles have 37.5% more range than beams; at the above end-game ranges, the missiles have 33.7% more range).
What if we remove The Bane from the picture and only look at the standard range-boosting components, under the assumption of no more than one fleet-wide booster per fleet? Well, in that case, the attainable weapon ranges are 1375 for missiles, 1040 for beams, and 1050 for guns. Hmm, the relative range advantage held by missiles when both the missile and the beam ships have range boosters still hasn't changed that much (the missiles have ~32.2% more range than the beams).
Thus, under the assumption that both sides had similarly advanced range-boosters in play, it is in fact nonsensical to claim that beams or guns have 'about' the same range as missiles. It is still theoretically possible for the ships which mount beams or guns to get the first strike because missiles are slow-moving (though I'm not all that certain that the simulation doesn't just apply the damage when the weapon is fired rather than waiting until the projectile reaches the target to apply damage; what with the other inaccuracies seen within the battle viewer it wouldn't surprise me if projectile speeds have no effect on anything but visuals), but under the assumption that the rate of closure is about 80 between the time missiles come into range and the time beams come into range, that's not terribly likely; the absolute range difference between missiles and beams is not less than 300, and at a rate of closure of 80 range/s that means that missiles will be in range at least 3.75 seconds before beams are (if boosted to the maximum ranges given above, the range differential is 485 range units and the time taken to close the game is 6.0625 seconds at a rate of closure of 80), and most missiles other than the very earliest will be able to hit their targets from maximum range before beam ships close to firing range (for example, Harpoons and later missiles can hit from 1925 or 1375 range before beams come into range to fire on the missile ships while Stingers and later missiles can hit gun-armed ships from 1375 range before gun-armed ships can land their shots though not before the gun-armed ships can fire if gun range is boosted to 1050, assuming the weapon speed numbers given in the game files are accurate and matter to the simulation and that the rate of closure between the opposing ships is about 80 range per second).
The torians are now allowed to terraform one water tile per research age.
I may have to switch the tech tree I'm using Early this week founders may get their hands on it? Today, okay maybe that was a stretch .
So Paul when's the founders beta?
I was tempted to start a thread with the subject, "It's 'Early Next Week' Now" and ask where it was but decided even I wasn't that snarky and held off... It was tough though...
EDIT: Just saw Spurks' new thread on the Metaverse Maintenance where he states: "Online services will be unavailable for up to 2 hours starting Tuesday Feb. 2nd at 10:00 AM Eastern. The Metaverse, as well as Match reporting, will be unavailable during this time." Could this be an indication of when we might get our grubby little hands on the Beta DLC?
Phew!!!
im extremely biased - I just want to try it out before being consumed by xcom2...
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