FoxURA

FoxURA

Joined Member # 3406518
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I did a bit of a study based on TA in III for small hull ships as a starting point for a balanced race that would serve as the comparison for other races based on their traits as far as how the auto ship design system would treat distributing mass between different aspects. A warship with shields, beam weapons, and support system would roughly break down to: 40% weapons (This build allows for about 2 beam weapons at lower tech levels) 25% general mass that cou

7 Replies 62,866 Views

(I also posted an additional idea for Space Elevators here: https://forums.galciv3.com/518578/space-elevator-and-equivilant-expansion ) Here's a more specific breakdown according to general personality of the races and distribution over overall ship-mass concentration. The specific percentages would have to be sorted out in play testing: Hyper-Aggressive (Races bent toward conquest and brut

7 Replies 62,866 Views

It occurred to me that the general Space Elevator would quickly become obsolete as improved spaceflight and lift technology becomes more advanced. That, and they would pose a risk to the planet below if the anchor station or support line were severed by an enemy. Here's my thoughts on how to make the Space Elevators, and equivalents, more worthwhile by providing a development path for them. Space Elevator - Add two parasite fighters that would be docked at the space elevator's

0 Replies 11,711 Views

Your welcome! If you have any questions, I used to be a very details-oriented game designer and could probably talk your proverbial ears off with details and mechanics on how to implement and refine the application. I am now a sci-fi and fantasy author, so I'm still immersed in the nerddom of imaginary worlds. Also, for the ship battles, I highly suggest searching for Birth of the Federation. I won't share any links on the open forum, but it is widely available as abandonware. It feat

7 Replies 62,866 Views

I think it would prove to be a real boon to the custom ship builders, as even different combat ship hulls would have different focuses or balances between offensive and defensive systems like destroyers (heavy defensive systems to screen larger capital ships) and battleships that are all-in on heavy weapons. Cruisers can be in the the happy medium while some are more specialized (Probably reflected in having more in the general mass category so they can go offensive or defensive), and then yo

7 Replies 62,866 Views

I just bit the bullet and finished off my collection of DLC for GalCivIII. I understand that IV is out but I think this feature would help to improve the realism of both III and IV. As it is in, when tech is researched, the game automatically decides what ship-build mix is optimal, particularly when it comes to defenses. I like shields so I prioritize them with near top-tech shield, and then I went back to research missile defense and suddenly, none of my ships had shields in the ship-build m

7 Replies 62,866 Views

I’ve used the ship designer a lot. It’s annoying that the game will toss out invulnerability-level shields for basic missile defense simply because it’s what I researched last and there’s no recourse other than to edit ships myself.

5 Replies 51,833 Views

I’m aware, but is there a way to select what defense is applied to ships in the ship build menu? Is it simply whatever was researched last, in which case the other defense techs can’t even be researched if you want your preferred defense to remain visible?

5 Replies 51,833 Views

I have a preference for ships that are shielded as a foundation for my fleet, but as the tech tree progresses the ships available by default randomly change. I get ships with shields (Great!), ships with missile defense (fine), armor (crude but effective), or even nothing at all (How immodest!). Joking aside, is there a way to choose the defense preference as far as what ships appear in the shipyard build menu that I've missed, or is this feature just not in the game?

5 Replies 51,833 Views

The EMP was obviously replaced by what seems to be, according to the stats as it's locked for me, a far superior tower. The other one leaves me a bit confused. I would have expected the mortar to replace the corrosion mortar, but both are still in the game. What tower was replaced? I can't remember what was there before.

1 Replies 8,764 Views

Neither of the new towers is available to be selected even though I've cleared much of, if not most of, the campaign already. Is there any way to set them to being available for those who have already cleared their unlock levels?

3 Replies 9,792 Views

[quote who="SchismNavigator" reply="6" id="3756977"] On the subject of dual purpose you'll see some changes in the next update for that. [/quote] I think I remember you mentioning that the Ion Cannon will be getting some buffing in the next update and now you saying there are more towers/tower changes in the works has left me wondering. When will the next update be?

8 Replies 18,828 Views

Here's two minor must fixes that have occurred to me. 1. Create a tower guide online/a non-spoiler wiki for the game. I looked previously and couldn't even find the names of the towers and didn't have the opportunity to boot my game up. It seems like, beyond the easier reference, it would be good marketing for Siege of Centauri. A full forum on the website may also be good where people can share strategies, stories of epic matches, or write fiction based on the game.

8 Replies 18,828 Views

1. Better visual feedback on firing arcs past terrain 2. More varied heights in maps, IE peaks to place towers on, overpasses or bridges for enemies, valley routes for enemies 3. More neutral buildings that have strategic purposes like special unique defense structures like napalm cannons or drone plants that manufacture movable defense drones; ion fountains that disrupt nearby shielding; buildings to decrease the cool-down time of orbital abilities, decrease the cost of

8 Replies 18,828 Views

I thought I would revive this topic rather than posting this. I forgot the name of the cannon, the huge railgun turret, but it needs some work. The deep thudding is great. I love the feeling of satisfaction each time that thing fires a round. I even love the slight screen shake each time it fires. It gives wonderful feedback that meaningful and powerful tower is doing its work. But, the tower screen shake needs to be reworked. As it is, when several

3 Replies 17,906 Views

Here's an example of what I was trying to describe from Defense Grid 2. http://www.tech-gaming.com/wp-content/uploads/2013/01/Defense-Grid-Containment-DLC-Review-2.jpg In this level there are paths at three or more different heights. The lowest level shown in the bottom right offers great tower placement options for taking out the en

5 Replies 35,815 Views

Speaking of terrains, would it be possible to add more variation to the height of the terrain? In Defense Grid 2 there are drastic changes in the elevation of the levels such as some tower placement areas being on top of a tall mesa while others are in a low lying valley that doesn't offer towers much coverage of the map but can serve as a choke point for one of the paths. This would especially make things more interesting terrain-wise because while the taller tower placement ar

5 Replies 35,815 Views

I'm sorry if I came across as being a bit critical. When I read the open invitation for early purchasers to provide feedback on the game I was excited. While I'm not doing it now, I have a background in game design. I saw this as a chance to assist Stardock in making a wonderful tower defense game, which is one of my favorite genres. While I don't expect constant responses to everything, it seemed like there was a lack of customer engagement. This left me a bit a

9 Replies 65,653 Views

@honkwomp3 Do you think it would make it easier if they had a feature that caused the entrance point for a wave to highlight when you're hovering a cursor over a future wave and maybe a snap-to-location if the wave was clicked on? Adding the potential routes of ground-based units when control is pressed down in addition to the routes of flying units. The different routes could be color coded according to the direction they're coming from.

4 Replies 34,674 Views

Ub3rMayer, did you find the Ion Cannon good for anything or do you share my opinion of it being a slow-firing waste of money? And since it seems the level is beatable, by spamming a single tower, >_

9 Replies 65,653 Views

Often times I put down a tower in what seems like a key spot to defend the path only to discover that due to the terrain, that looks like it should be out of the way, the tower's ability to fire on the path is greatly impaired. When this happens the tower I placed is virtually useless and I'm out whatever portion of its price isn't refunded when I sell it. Would it be possible to add indicators during tower placement that shows where the tower's firing arc would b

5 Replies 35,815 Views

[quote who="SchismNavigator" reply="1" id="3752947"] Thank you for the feedback, I'm forwarding this on to our dev team. [/quote] I have a question on this. I've seen a lot of worthwhile feedback on this and I've brought up some things that I consider major issues like the apparent uselessness of the Ion Cannon out of very specific situations. Do the devs view these forums as well or do we simply have to hope that someone will pass on our concerns about the game

9 Replies 65,653 Views

I love how games put tutorial like-messages into load screens. These are screens that people are forced to look at while the game loads so it's great when some insights about the game at least be learned while staring at them. I think Fallout 4 is a good example of this because helpful messages rotate out periodically. Now, the problem I have with any game that does this, is that the load screens often don't stick around long enough to see what the tutorial or tip messa

1 Replies 10,598 Views