tesb

tesb

Joined Member # 3123704
5 Posts 4,998 Replies 4,124 Reputation

yeah i put the orbital use to limited. i also think that in the long run investing into quanta upgrades has better returns than nuking half a screen worth of cruisers every now and then. i am usually far ahead in quanta investments even if the ai has similar levels of quanta harvested. i don't mind the quanta nukes that much but i rally hate the quanta insertions of the small squads (which still exists with limited orbitals). @<a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl0

7 Replies 85,499 Views

is it really intended that you can basically build endless harvesters? my go to strategy is to build an aviary next to every resource node (not necessary metal) and queue up unlimited harvesters: [spoiler] pic 1 [/spoiler] i basically build tall, less territory to defend, more income, use of heavily fortified p

7 Replies 85,499 Views

some more gameplay observations: 1) the ai (on normal) seems to always send out small to medium armies, the frequency just increases in the later stages of the game when the economy gets better. it never seems to amass a considerate force, e.g. i never saw an army with 7+ dreadnoughts. this makes braking the enemy army rather easy as it does not use force concentration. 2) the ai does not really use fliers to it's advantage, e.g. i always have som

7 Replies 85,499 Views

Hello i bought Ashes Escalation this week because of the sale. In general i quite like the game once you get into it; however i have some issues with it: 1) Graphics: Disclaimer: GPU: GTX 1060 6GB, 8GB ram, cpui5-4590, most graphics settings on ultra except AA which is turned off; avg 40 FPS. The amount of units this game can handle without fps issues is quite impressive my main complaints are towards the artistic direction, not the tech

7 Replies 85,499 Views

Just a quick Ui suggestion: with all the sponsors for asteroids, stardocks and starbases the map becomes hard to read due to the many lines that show the sponsors. my suggestion: -make the line a bit thicker and not dashed (better to read) and hidden by default -only show the lines when the appropriate item is selected: -- click/select a stardock: all lines to the sponsoring planets are drawn -- click/select a plane

32 Replies 149,665 Views

Great work with the patch Stardock, for the first time i actually enjoyed the game on a larger map. However i still have minor gripes with it: -in the starbase screen there is no shortcut to cycle to the next starbase, you always have to click the buttons at the top to cycle through starbases -some modules are ignored in the autoupgrade queue: fighters/interceptor modules and range extension as well as morale upgrades (this

5 Replies 19,011 Views

I reported this bug now since beta. you can still go over the population synthetic cap making techs/buildings that increase it worthless. Screenshot from a new 1.3 game: [img]http://i62.tinypic.com/15ceyph.png[/img] edit: in case you are wondering how it works: transport ships (colony ships might work too, i got the population via the malevolent ideology point that gives you 4 invasion ships and parked them in orbit

11 Replies 32,551 Views

some more points: 4) de-emphasizing production: the officer core i would like to see an officer core with number of officers and their quality. each ship uses a few of them and the better they are trained or gain combat experience the better they are. if you scuttle ships you get your officers back, if you loose it they are lost. if you have lot's of high production worlds that produce ship after ship, but lack a star-fleet academy in san

44 Replies 68,389 Views

1) Map infrastructure and fleet gameplay: currently space feels a bit empty. the only infrastructure you build are starbases with most of them being economic ones that just provide boring passive buffs. i would like to build infrastructure on the main map that changes gameplay, e.g. 1.1: Movement infrastructure: warp lanes (basically roads in space), warp gates (teleport from gate to gate), jump gates (accelerate ships to a destination point but they cannot change curse until

44 Replies 68,389 Views

[quote]We ARE going to get rid of the per planet spending wheel. I know many of you like it but it is just incredibly tedious to deal with and violates the general spirit of GalCiv (there's a reason we never had this in previous GalCivs, it's not like we hadn't thought of it). In its place will be something different. We'd like to hear what YOU would like to see in there.[/quote] i have been harping about this for ages, so i whol

95 Replies 588,877 Views

i listed quite a few things back in the beta ( https://forums.galciv3.com/462788/page/1/#3543975 ) and a lot of them still are not implemented, but named in this thread, like every list should be sortable, starbases are way to micro intensive. but there are also suggestions regarding mouse movement distance that can be heavily reduced, i just quote myself: edit: spoiler tags

68 Replies 339,918 Views

[quote who="Goatmeal" reply="5" id="3553762"] Both malevolent tests were with only 1 habitable planet in the home system (my capital). The first colony is always in another system. The distance does not seem to be a factor as other nearby systems do not get this bonus. It is always capital and first colony. [/quote] this is simply not true. i just wrote one post above you that this bug can affect

16 Replies 14,466 Views

this has nothing to do with the op's question. morale affecting production is one thing that affects all races. being able to go over the population cap with synthetic races is another. imho this is a bug (i reported it quite a few times). there are a few techs and 1 building that increases synthetic population cap, but you can go freely over that cap without any penalties (at least i have observed none).

20 Replies 11,326 Views

in comparison to earlier 6.x opt-ins i don't get any semi predictable crashes from invasions, but it the seems to crash much more often. it almost always happen when i have something idle (planet/ship etc.) and click at the idle x button in the lower right of the main screen. i never had these problems with the 6.2 opt-in, this was very recently with the 6.2 release version. the 6.2 opt-in was very stable for me. i also made sure to start a new game. <

8 Replies 9,064 Views

[quote]The large empire penalty is -0.2 per planet, which seems too severe. On larger maps, any race without Patriotic is at a massive disadvantage. I think lowering the penalty to -0.1 per planet would improve balance greatly.[/quote] i agree with the problem, not with the proposed solution. stardock simply need to put scaling to their gameplay mechanics, mostly research/technology cost and approval (large empire penalty). regarding tech i made a suggest

3 Replies 2,747 Views

you can see the population cap in the planets population display (population current/maximum). be aware that the cap was not working with the 6.2 opt-in. i have not tested if they fixed this bug with the 6.2 release version (you could go over cap via transports and assembly projects).

2 Replies 4,245 Views