[quote who="Wintersong" reply="5" id="3407916"] Quoting Zydor, reply 4GalCiv is a TBS, its designed to be a thinking game, with battles along the way. It should stay that way - simplified shoot-em-up's are not hard to find, and I for one can live without them. Less micro != FPS, you know. Are you implying that Governors in GalCiv II make it a non thinking game? I have never used them, I love to control all the stuff going on in my little empire/republic/federation.
nomotog
[quote who="Gaunathor" reply="6" id="3407871"] Quoting Wintersong, reply 4Moving from hex to hex? That would be a curious idea. Maybe they'll make a separate map for star systems, like in MoO2 or Ascendancy. Well, maybe not like Ascendancy. That one was in 3D. [/quote] Na. It wouldn't be hard at all to get the planets orbiting on the sun in the normal map. A little easier with hexes because they make such nice circles. We just shouldn't try and make
I'd like some more micro actually. Never complexity for complexity's sake, but the micro is a big part of what I like in a 4xgame.
[quote who="N1ghthavvk" reply="1" id="3407782"] Some things you just have to accept the way they are. That's a life lesson as well.[/quote] No surprise I find that answer lacking. There must be a reason they picked to do things this way. Someone must know that reason. Likely more then one person. (One could also call that a life lesson too. :P)
[quote who="WIllythemailboy" reply="24" id="3407814"] Quoting nomotog, reply 22Why has stardock been resistant? Mainly that they don't do anything you can't do without them. There's nothing a fighter can do that a tiny hull couldn't, the push for carriers is mostly people that want to evade the logistics cap (see reply #19) or just on a mindless "lol carriers are cool" rant. If done correctly they could be a good addition, but combat in the previous two games
[quote who="WIllythemailboy" reply="20" id="3407739"] Quoting Wintersong, reply 19So no Carrier module that allows X Tiny ships to not count Logistics wise in the fleet where that module is present? As Zydor said, carriers were repeatedly shot down in all three GC2 iterations. It's not likely to change. Although it would be hilarious if Stardock included carriers with the realistic downside of carriers: a successful surprise attack can kill off
I picked up this game in the sale and I am really loving it, but there is something that puzzles me. (Well a lot that puzzles me it's a big game.) What is the point of the barren lands? Not the story reason I get that, but what gameplay reason is there for them? I have a guess. I would have it's intended to be land that you can't take over so the game always has some place to spawn monsters and quests, but you can take it over real easy with an outpost and monsters stop spawning a
What about custom making the militia? It would be a trait you could add to a troop and that troop would get a rather nice price cut and maintenance reduction in exchange for never being able to leave the city.
[quote who="Alstein" reply="173" id="3407459"] I just don't think TC should anywhere in the scope of the game, and I don't want it being something the human can exploit against the AI like it could in FE. Being able to give orders before a battle is fine, but once is starts, I don't want to be able to influence it. Elemental series made me skittish about Stardock implementing TC in GC3.[/quote] Will the
You know you could do this in sins. I would play through the opening on easy or normal so I could get set up without dieing horribly, but after I get a nice empire I would change the AI up to max so I could have something fun to fight. Cheat codes are just fun you know. It's another toy in the sand box.
[quote who="Zydor" reply="13" id="3407390"] This one sums it up ... The combat in Galactic Civilization 3 needs to be like you are watching Battlestar Galactica. This is TBS - not a lightweight RTS shoot-em-up. Want to play zap-the-ray-gun ..... go find an arcade video game slot machine Its a S-t-r-a-t-e-g-y game ..... hello ? The RTS crowd need to give it up - GalCiv is a Strategy Game, and at its Core will always be so. There will be v
I picked up fallen enchantress and legendary heroes in the sale. It's nice and novel. I haven't played another game like it. There are some problems with it. Mostly interface and some fuzziness around city building and outposts. (Why even have outpost I think.)
I don't need better graphics. It's the gameplay that I care most about. They could animate the whole game with scraps they found in the junk box for all I care. (Actually that might even look kind of neat,)
[quote who="screamingpalm" reply="147" id="3406885"] I like rock, paper, scissors! Napoleonic tactics etc. At least, in a soft-counter way rather than hard-counter... (if that makes sense?). Requires one to use combined arms rather than spamming one unit.[/quote] You know I'm not going to say that the system doesn't work. A lot of a lot of games build themselves around the idea. I'd even say that it works in GC2. One of the fun things in GC2 is hitting the next turn
[quote who="charon2112" reply="9" id="3406864"] quoting post Since war is a huge part of any 4x strategy game, here are some changes to the combat from GalCiv2 that I'd love to see implemented in GalCiv3. -When I first encounter an alien spacecraft, there's no good reason why I should be able to right-click on it and see its exact weapon and armor specifications. This should require some espionage, advanced scanning technology, or first hand experience fig
[quote who="Gaunathor" reply="145" id="3406714"] Quoting nomotog, reply 144No it's not promising at all. If they are keeping the rock, paper and scissors of GC2, that suggest to me that they don't intend add any extra depth to combat. I'm assuming that if there was a new aspect of choice then they would have eluded to it. Maybe he should have continued reading, because the next paragraph of the article says this (emphasis mine): Wardell says the c
[quote who="yarodin" reply="142" id="3406603"] “Some types of weapons are better against some kinds of defenses,” says Wardell. “You can’t just scattershot. You have to focus. If you’re going to war with the Drengin Empire and they’re focused on, let’s say, shields, then you are going to want to go after them with mass drivers.” Now, that's no news, It sounds exactly like in GalCiv2. Not very promising.[/quote]</
[quote who="TweetyLeaf" reply="134" id="3406414"] Quoting nomotog, reply 132 Rather then having to divide fleets into squads, maybe just have fleets from adjacent tiles be involved in the battle. Like if you have two fleets flanking one fleet on the gal map, you could set both fleets to attack at the same time. (Maybe even get a flanking bonus.) Then you could have other things like a fleet with a long range bombardment ability, so you can bombard a fleet before you attack an
[quote who="tjashen" reply="4" id="3406391"] Quoting Gaunathor, reply 2 Demanding logic from Kaiju Eiga? Where is the logic in that? I'm all for movies, that make you think (2001: A Space Odyssey and Blade Runner are among my favourites), but expecting this from Kaiju Eiga is misplaced. They are primarily about the visual spectacle (the fights and the destruction). Only a few go beyond this and raise some issues (like my favourite movie, the original Gojira).
[quote who="TweetyLeaf" reply="131" id="3406365"] Action points might actually rock. Just an idea that i haven't thinked trough, i think it while i write it now, so bash it if its crap. In fleet's you could create squadron's. If fleet size would be 20 ships (not speaking about max fleet size, just for the purpose of this example). You could have X number of squadrons in there, 20 if you like (your really not wanna do that). So
[quote who="charon2112" reply="2" id="3406229"] Are hexes confirmed? I thought Brad had said in the past that he didn't like hexes for 4X games.[/quote] They are confirmed to be in. https://forums.galciv3.com/449010/page/1/#3405279
Has anyone noticed this. https://www.galciv3.com/game The icon for the media section looks like a screen shot. (I can't figure out how to get the image alone.) At first I thought it might be a place holder from GC2, but it has a hex grid. It still could be an image concept and not a screen shot, but I don't know. Looks nice though.
[quote who="Wintersong" reply="5" id="3406163"] After seeing the video, I have the (maybe wrong) idea that we are getting carriers and spacefighters (and more) in game. I'd like to think that after working with Ironclad, they got some nice ideas about stuff for our GalCiv III fleets. In GalCiv II i'd build smaller fighters to go along capital ships for easy extra power and laser fodder. But they weren't really needed so anything that improves it, like the dieas of
I like it. You would need to change the combat system for something like this to work, but that is a small price to pay.
[quote who="DivineWrath" reply="4" id="3406064"] I didn't like how you developed your world in GalCiv 2. It wasn't the best system for figuring out what your planet had, and it also wasn't the best system to for keeping things organized. If I wanted to know that my world had 1 Starport, 1 Counter Espionage Center, 1 Advanced Navigation Center, 1 Power Plant, etc, I would need to find them on my planet map. Likewise, if I wanted to know how many factories a world had, I would