To disagree with the above, do not add multiplayer upon release but down the road. Instead, I think you should also focus on more customization of the game.
dnzrx
Although I do prefer to use winged fighters just for visual aid to say that "this ship is a fighter" and so forth. Much like the X-wings in Star Wars.
But that still does not answer the question...
I was thinking about support ships in the game and I have a few questions: 1.) Does the attack/defense boosting module work as advertised? Because I tested some out but I can not see if the attack boost is applied? 2.) And Does the above modules work with fleet warp bubble modules? I was thinking about making super support flagships that have both for extra firepower. 3.) Does extra life-support modules on a single ship grants the benefit of en
You know, I purposely put those fleet warp bubbles on the most heavily shielded and armed ship I have for the PURPOSE that it will attract all of the enemies' attention and leaving my other ships safe.
I heard somewhere that due to the unsatisfactory release of a game that the staff at Stardock has been downsized. I wonder how this will affect the quality of Galactic Civilizations 3?
All this time, I thought that the enemy will always attack the ship with the fleet module first and ignore all other ships around it even though those might me the deadlier ones. Last night, it turns out the enemy is much more smarter than that. In this picture, the unshielded fighter got blown up first rather than the shielded flagship that has a fleet warp bubble. Now how does all of the fleet warp bubble fit into the targeting equations? <a hr
I would only say this: Civilization-type games lend itself to single player naturally.
Tidal Disrupters DO NOT decrease Planet quality. And it should not wreck anything above regular improvements. Otherwise, I would not use it.
Is there any software availiable that can help record all of my games as they happen? Like writing a book or something?
Another consideration is that if you have Twilight expansion installed is to go with fleet booster modules (fleet warp bubbles and the like). The thing is that ships are programmed to ALWAYS attack the ships with such parts FIRST. Create a stone wall ship with such a module and create a nice fleet of offense focused ships with one of them. Of course, if the SW ship fails, then prepare for an expensive loss.
I know that the custom races we make ingame is stored somewhere for storage. Where is that file?
I want to make custom tech trees and custom techs in general. How to make them and install them?
Question: What setting for stars and planets?
How do you install custom portraits and logos for races?
I have a question, So this mod will fix alot of AI issues in the game (like the fact that the Alterians never building a sizeable fleet and getting wipe out), does it? And is the newest patch required?
Plus the AI tends to be somewhat stupid on the planet design of the buildings, like he will build many factories or labs on a planet but don't have the money to maintain all of them.
It seems that immense is to small for me now. Is there bigger maps that you can play in?
Wow, that is neat!
This info rocks! Thanks!
I meant sometimes, my cheaper ships gain exp faster than my more expensive ships... Is there a formula relating cost to exp gain?
Question, Is it possible to get colonies number to be that high in a standard random map game?
What are some factors affecting the experience rate of ships?
How does the attack and defense bonus mods (Laser equalizer, attack drones, missle launch pads, sniper turrets, etc.) work. Does it effect one ship reguardless of its components or does they give out a bonus for each component on the ship itself (i.e. the ship will gain lots of attack with lots of laser modules)?
The premade ships are tend to be better in stats but they are typically not optimized in terms of cost and other traits.