[quote]What do you think GC3 could add to make the game feel more of an EPIC struggle, than just a runaway blowout?[/quote] Im quoting myself here [e digicons]:D[/e] , and answering my own question... [e digicons]:P[/e] GC3 needs to make their tech tree in a way to FORCE AI opponents to stay militarily on par to an extent. Right now the AI has soooo many decisions to choose from, they don't know what to do. Military should be #1 for all civ's... if they are behind, research m
galacticdoom
Here is one of the biggest issues I find in GC2... it's not a gamebreaking issue or anything like that, but it is a replayability issue. Because if a game does not stay challenging, then people will not continue to play it. Knowing that you are going to win 1/8th way through the game (or less). This is almost ALWAYS the case, and it comes down to 'how fast do I think I can actually destroy everyone else, so I waste as little of my time as possible
Although in reality, either way I usually stack on a bit of defense of each regardless of the situation... I am assuming everyone gets Eyes of the Universe on any difficulty (it's hard not to get it). Playing suicidal difficulty, I rarely have any problem, since as you implied above, the AI is so dumb from a tactical standpoint, you really don't even need to go to those lengths of designing that many different ships to be able to take on every other specific ship in the first place. Usually s
Yea, I have this happen quite often, Usually large hulled ships I make in the beginning-mid portion of the game that I keep around and don't upgrade (because they usually don't need to be). They usually end up having like 200-300 hp's or more, and since they are so old they never get shot at in a fleet (since those ships weapons are like 25 attack / 15 defense, yet after all the levels, and weapons/defense bonuses they usually come out being able to deal a descent amount of damage), and newer
Compared to DA and DL, ToA events hardly ever happen (all events, not just mega). My current suicidal game I have yet to have a single event 3/4th through the game (Edit: had the assassination war event happen). The last 8 games not a single mega event, never any precursor ships anywhere for anyone, no viruses, no economic events or even xenophobia thing. I've had the minor telenanth event once, and the dread lords once (which was lamer than lame, since they got killed 2 turns after they appe
Plus, if you play a game with all evil civ's in it, and leave out the Torians, Thalans, and Terrans (unless you are playing one of them), the game should be a walk in the park... since you would have all the time in the world to pretty much settle the whole universe on larger maps. The other way around, no evil civ's, with all neutral and good will make the game much tougher.
[quote who="Mystikmind" reply="6" id="2046519"] I usually take up about the same space for weapons as i do for defences - half and half and pretty much never fails me, and i never load on more than 1 type of defence. If i need more than one defence type then i will design alternate ships and have seperate alternate fleet - ships all with the same defence type in the fleet[/quote] Well, it depends on the situation really, fighting on 2 fronts it's much better to design seperate sh
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Ahhh, Cardinals lost the Superbowl, was hoping they would win, even though I am more of a Pittsburgh fan, but anyway! Game time imho should be brought back to 1 month/turn... although it really doesn't matter that much, and makes no difference to the game experience.
Hell (I know it says I am very evil down below, but really i'm not), to take it a step further.... as what could be similar to earth roads, which allow faster travel... eventually you should be able to set up certain inter-planetary space routes, which allow ships to travel slightly faster from planet to planet. A Constructor would set up certain modules and beacons along the way to assist ships travel speeds (similar to a worker building a road). These types of things are a m
GC3 and the TACTICAL AND STRATEGIC ASPECT! This has probably been said before, but I will say it again, since I feel it is important for GC3. Having all 'pure open space' is probably the most realistic, but takes almost any type of Strategic Play out of the game completely. (Make it an option during game setup... Amount of crap in galaxy: Dense, Full, Average, Sparse, Emp
[quote]And just for the record, I said I could get the TS across the galaxy in a single turn. I never said I was going to get it to have more than one move point.[/quote] It's gotta be some kind of screwy diplomatic bug then. Like giving another civ your terror star, then buying it back from them (which would require you to be an economic powerhouse). Usually though when you gift a ship it stays where it was at, but maybe the TS is bugged and moves it to the AI's planets. (of course,
Ok, just to try to narrow it down a bit: Can ANY race do this? or is there only certain races that may have this ability? it does require fleeting and does require that you be far enough along in the game (which means that a certain tech/techs would have to be researched first in order to make it work).
[quote]Also, more resorces that allow you to do special things and build special ships, sort of like in Civ 4.[/quote] Like, a miniaturization resource, a speed boost resource, an asteroid mining resource, a terror star resource [e digicons]8(|[/e] , a planet quality resource, a soldiering resource, a loyalty resource, and a production resource to name a few. And some resources that allow to you have special modules that you can add to your ships, only if you control that res
So guard, pretty much, could be considered the same as 'fortifying a unit' in Civ III, it just sits there and does nothing. So if I have a mining starbase, I could set a fleet to guard it, but I always use sentry instead, because I prefer to know if there are approaching ships.
Is it fleeting a terror star with a bunch of huge hulled ships... then saving the game and reloading it, which gives the fleet a higher base speed (with TS included), and repeating? I remember there was some type of bug like this, but don't recall it happening on a regular basis, more of a thing that would just happen sometimes.
Sounds like this is a Sole Soul Contest! A Joepardy type thing! Whoever gets the right answer, SS will give them 20 Karma![e digicons]:grin:[/e] How does that sound?
[quote who="Scoutdog" reply="13" id="2041950"] If you do 1,000 battles using the same ships, they will always turn out exactly the same way. [/quote] [quote who="Sole Soul" reply="14" id="2041954"] Uhm, no, they won't. [/quote] The only thing is, most of the time, 'very close-pitched battles' don't happen too often. I have had a few (actual quite a few) in my current game, only because the Korath had their ships decked out pretty much the same as mine were.
[quote]Alternative, have specialized modules that can only be installed on ships below a certain size. [/quote] I agree, to make units have advantages and disadvantages makes the game more interesting. I had a post a few pages back somewhere that mentioned something similar, they could add where a ship you make would become a certain 'class' and each class would have an advantage and disadvantage. No class would have nothing associated with it. Hence, if you add the fighter cl
[quote who="Noctilucus" reply="13" id="2040741"] I've often received 347 BC or even more from an AI, but I've never been able to sell more than 999 IP at once. [/quote] Yea, 999 and lower is the magic number. You can still reap in alot of BC from the AI, but you just have to trade say 100 BC for some IP's over and over and over again, until either their BC is drained, or you get sick of doing it.
I didn't think the StarBase speed boost worked on a TS... as there is no other way to do it, unless you speed boost all the constructors over there first, then build it and wait 10 turns.
[quote]For invasions, the soldiers from the transport fight to the death against the soldiers on the planet. If the invasion succeeds, the planet's population stays the same, and the surviving soldiers become that planet's soldiers, but maybe some invasion tactics include killing a certain % of civillians.[/quote] If they did that, they would probably need to add in such a thing as 'resisting civilians' which would hurt planetary production and research, as well as economics, and no i
[quote who="Skinny-Y" reply="10" id="2040195"] So your influence at the UP is not what you happened to have been generating that turn, but the sum of what you generated each turn for that year. From this total is deducted what you traded to other civs. [/quote] Yes, it is the combined amount of influence points you have generated through the whole year, as well as any points you have traded for (so you can trade for other civ's influence points, to increase your v
Ok, did a little research and found that photon torpedoes (or any type of torpedo) are classified as Semi-Autonomous Projectiles. Stated from nextgen tech manual: "Since photon torpedoes are classified as semi-autonomous weapons, initial firing direction is not a major concern. Most firings involve direct fore or aft vectors, within ten degrees of the vehicle centerline." So torpedoes do have guidance, use their antimatter warhead as propulsion until detenation. They can be fi
Well, Terror Star speed should be increased if playing on larger maps, at least. Having a TS on a tiny map would be incredibly powerful, but on an immense map is just a sightseenig type of thing. ("Welcome ladies and gentleman to your trip on the TS, please be patient, as your trip is going to last 235 more weeks until we reach Andoria Prime.") On immense, at speed of 1, to travel from one side to the other will take more turns than the game is likely to last. Immense should have speed 4