A few suggestions I already made in an other thread: two minor things right away: - zoomable minimap in the "governors" screen; - the "esc" on the keyboard always brings you back to the main screen and only if you hit it while you're on the main screen it would bring you to the menu screen; One major change: UP rules when sanctions are to be decided, i.e. "max trade routes for evil civs", all votes for sanctions (max 1 route, max 2 routes, max 3 routes)
farkas
Yeah, so since everyone is making suggestions I would like to add a couple that are really just minor UI tweaks that are surely feasible. 1. please add a thousands separator to the influence numbers on the United Planets screen and on the United Planets tab in the foreign relations manager. 2. please make it so that the "Esc" button on the keyboard closes any in game window such as the planet/ship list, the civilisation manager or the research screen. Only from the main screen
Laywer, thanks for the answer!
"As far as I know, you have to lose 2 ships on the same route to have it cancel in most cases." Iceciro, what do you exactly mean by that?
Piznit, I double checked and I had only 1 mini freighter on that route and it was definitely mine; I'm sure it was mine because noone else was at war at the time. So I'm still puzzeled by this thing: the mini freighter is regenerated the first time an enemy AI destroys it and the trade route isn't gone. When it's destroyed for the second time the route is gone. And that's before I build the Galactic Privateer. So is it supposed to work this way for the Korx?
well maybe this is only when YOU attack the AI. In 1.7 b4 [B]if the AI attacks you[/B], and that's often my case (I'm a lousy, casual player with a job, wife and kids...) their first wave attack is made of tiny and small ships and the second wave is usually battlehips (at which point I stop playing ) So the AI seems to working well in this case. I'm writing because it's maybe of some use for the AI programmers to know this. I was Kor
Hi, I don't know if this is a feature and actually I might be wrong but it seems that when I play the Korx and [B]before [/B]I build the Galactic Privateer, whenever an AI declares war and destroys a mini freighter of mine on a trade route, the trade route isn't interrupted and the mini freighter restarts automatically from my home planet. Only when they destroy my mini freighter for the second time the trade route is gone. This looks exactly like the behaviour of the Galactic Priva
AI rules for better protection of troop transports Ok, maybe this has been said already but this could be a better and more effective way for the AI to move its troop transports around. As it is now the troop transports, when the AI cares to defend them, form a fleet with combat ships and in fleet combat those transports get slaughtered regularly. So I suggest the following: - AI should build transports without any weapons or defences (it does so now);
yeah, passive spying would be a good thing to (re)implement. Cheers!
Any changes to espionage? I'm really not liking the way it is right now. Oh yes, please give us back the possibility to do "passive" espionage like in DL. Or, if that's too difficult to integrate with the current DA system, give us the possibility to place "dormant" agents, that just would gather intelligence and wouldn't do damage to buildings. Dormant agents would be somewhat cheaper and could not be removed by the targeted race (instead the
Do you accept donations??? No but seriously, consider your next game/expansion bought. BTW, what's next on your agenda, expansion or new game or what? I mean you can't make a living out of free updates for old customers, can you? Regards, Farkas
I just noticed this "Galaxy Map" window that Frogboy used for the "End of year status report" (it also has a "DONE" button). Is that some sort of developer tool or can common mortals use it too? And how, actually?
What about a mix of the old and the new system? You would have to split your espionage efforts towards generic espionage (as in DL) and towards the training of spies (as in DA beta 2b) In order to be able to send a spy on the planet of a specific opponent, you would first have to commit funds on a per week basis for generic espionage (as in DL) in order to attain a certain level, say advanced. Then would you be given the option to send a spy for specific sabotage miss
Hi there, my apologies if this has been said before but I think the fact that the planet is revealed when you are about to plant a spy is IMO a huge exploit. IIRC in DL the planet was revealed only if you had reached a fairly advanced espionage level. Now in DA you can reveal the planet straight from the beginning of the game by opening the "place spy" screen (Ok, you don't see the figures but you see what's o every tile). And on top of it, you don't even have to actually plac
quote: "Its the first planet I grab in Dark Avatar... it's only a PQ4, sure, but it's been made ABSURDLY terraformable" In my DA games I very often find PQ4 planets that have 5(!) upgradable tiles for each terraform tech. I admittedly customise my race to have a 10% extra PQ bonus but still, is this in the developers' intentions?
Draginol, if it was for me, you should hard code only one change to AI behaviour: the AI *MUST* send troop transports only with escorts AND the escorts have to be strong. The strong escort could be defined as follows: one class less than your max researched ship class and a 1 to 1 ratio between combined ship attack and combined defence. If the AI can't come up with strong escorts it shouldn't bother sending the troops because in 85% of the cases those troops are intercepted by some tin
I think satthukaraoke misses one point: the combat system is implemented in a stone-scissor-paper manner, not only as far as weapons/defences are concerned but ALSO with regard to the size of hulls. In other words, there is no ultimate hull or weapon system that dominates, instead there is always a combination of weapons and hulls to counter any threat. I think the devs did a great job with this rather uncomplicated system that allows for great balance in the game.
Maybe I was just lucky, but in my current 1.31 game one of the minors, the Fundamentalists IIRC, wiped out the Korx. Admittedly the Korx didn't have a terrific starting position and the game was only set to "tough" but I think it shows that minors can sometimes play some role.
Yep, same here. In my current 1.31 game on tough the Drath are using the Beam-Mass Driver combination. It really depends on the game.
well, I don't want to bury the game but what I'd definitely like to see in GC3 is a 3D map, i.e. you play inside a cube or a sphere and not on a flat game board. I think that would add a lot more than just new units or UI enhancements.
I think the military aspect of the game should be scaled down (or the other peaceful aspects scaled up). As it is now you basically have the option to trade or to go to war with AI factions. One relatively easy way to achieve this could be to make military units more expensive compared to non-military units (starbases, etc.) and less effective against other military units (battles could end without the complete destruction of either side, i.e. draw or retreat). And then of course the invasi