You're not truly screwed until you see a mini-lop rabbit with a switchblade and a Glock.
WIllythemailboy
Your point didn't really need to be clarified. It was quite obvious what you intended. The problem is that life support scales with map size (or did in GC2, we don't have maps big enough to test that yet for GC3). On a dinky map, your +1 per module roughly approximates the percentage addition, closely enough so that it may well have been used to calculate those percentages in the first place. Life support gives MUCH more range for larger maps. Getting a 10% passiv
[quote who="Gaunathor" reply="24" id="3464368"]How about making it so, that this game-mechanic actually has a purpose after the early game? As you said yourself, range was only an issue during the early phase of GalCiv 2. What's the point of having it then, if it is entirely useless for most of the game?[/quote] I'm pretty sure that was the designed intent, to slow down the colony rush and then gradually phase out as a concern. It can still be a problem in very sparse or very
[quote who="Gaunathor" reply="20" id="3464331"]Removing the Basic Life Support module doesn't set the range of ships to zero. Ship hulls have a base-range, which is hardcoded (at least in GalCiv 2). He probably didn't take that into account when he made the calculation.[/quote] I'm not convinced he made an error in calculation. [quote who="Gaunathor" reply="20" id="3464331"]I don't see what's so bad about that. If you want to increase the range of your ship
[quote who="Gaunathor" reply="18" id="3464286"]So, if my changes don't slow down the game outside of the beginning, then I really can't see how trims2u's could. Especially considering that his Basic LS module has a bigger range-increase than my Ultimate one.[/quote] Unless my math is badly off, he's removed the base life support from the basic hull entirely (or set it to 9 or lower). That's the only way a ship needing to go 100 spaces would require 7 modules giving
[quote who="trims2u" reply="12" id="3464197"]You're going overboard. I'm saying that the current situation, where a ship can effectively transit the entire map (or, 80%+ of a very large map) with only a SINGLE LS MODULE installed removes a very significant tactical aspect of the game. How about something like a Basic LS module provides 15 spaces of range, and subsequent techs provide +5 distance for each module. So, if you've got to go 100 spaces away from a planet/s
[quote who="trims2u" reply="4" id="3464100"] Yup, especially since whatever Hyperdrive is, we have no idea how it works, or any energy efficiency thereof. So there's no "realism" to model. I'm perfectly fine with the current systems for speed. For DISTANCE, however, I'm definitely in favor of having the various lifesupport modules provide a fixed distance (hexes) away from the nearest supply post (starbase/planet). And that distance SHOULD
[quote who="EvilMaxWar" reply="25" id="3463191"] Im out of this thread guys, I do not think you will be able to convince DARCA that his line of thought is flawed. He is obstinate. And he might be using us as a stress reliever for a dentist appointment or something. [/quote] That much was obvious from the first few posts.
[quote who="DARCA1213" reply="10" id="3463037"] Open your eyes Max, EVERY single race in galciv is humanoid and is based off one of the creatures I listed. Drengin are evil apes, torians are fish people. Its a fact. And PLEASE max give a reason to your condescending sarcasm. Tell me how you can be a advanced technological race and NOT have the perquisites of being a humanoid? I say its impossible. The examples of opening jars and chewing on leaves, makes me think I
[quote who="Gaunathor" reply="3" id="3462147"] Besides the visuals, what would that add to the game? As far as I can tell, this would make it much harder to see what you have built on the planet. You'd need to scroll around in order to find every improvement. The 2D screen is much better in that regard.[/quote] Agreed. It's a cool idea, but would compromise the functionality of the interface.
It's a programming thing: events like that are triggered by moving onto the same space as the base to be upgraded, not being on the same space - the game only checks for that while the ship is moving, it doesn't check when it's sitting still. I've had the same thing happen in GC2 to survey vessels - a wormhole dumps them directly on another anomaly, but they don't pick it up until they move off and run back into it.
It's probably not exactly what you're looking for, but the topic post here gives some idea: https://forums.galciv3.com/452669/page/1/#3451908
[quote who="logan0178" reply="3" id="3458940"]Previously each planet was an indestructible shipyard unless you defeat it in an invasion which prevented someone from being camped and make it possible to make a comeback. [/quote] I've camped plenty of AI opponents exactly like that in GC2. One fleet per area, with enough speed and firepower to hit most/all the planets in the area in the same turn. The difference here is that someone could make a fast constructor, sprint for
I really doubt no one read it. I remember seeing it, or one very similar reporting the same problem. Often this sort of thing is either a known issue, or is read without a developer posting to confirm they read it. All bug reports, comments, etc. are supposed to be in the Early Access Feedback board. https://forums.galciv3.com/forum/1073 Don't be surprised if Kryo or someone wanders past and moves this to where it belongs.
Minor quibble on a misspelling: Bread B o sket
[quote who="ctiberius" reply="10" id="3457464"] Quoting Publius of NV, reply 3 In GC2, when colonizing a new planet, it was often better to first build the "obsolete" version of the improvement in order to get its benefit sooner. For example, if you have the choice of getting a 10% improvement in manufacturing in 10 turns, or a 20% improvement in 20 turns, doing the 10 turn improvement first will have your factories working at 110% for the next 10 turns so that your up
[quote who="Chibiabos" reply="3" id="3454078"] Would also be nice, in general, if the next idle ship get auto-selected once you have exhausted the movement points (or Passed) for the currently selected ship.[/quote] That was optional in GC2, and I'd like to keep it that way.
I must be in the minority, because dual building was so hideously inefficient in GC2 I almost never used it - and when I did either the ship or the building was bought, not built. Sometimes both were. Mostly I'd set a 1/39/60 and queue buildings. When I ran out of buildings all the points defaulted to the shipyard; if a new upgrade became available the planet automatically reverted to building that, then shifted back to ships again. Later in the game I'd just go 100% ship
[quote who="Chibiabos" reply="4" id="3454013"] Ranges were quirky in GalCiv 2. When you got the hang of them, you could set certain destinations when your ship/fleet started at the edge of your allowable range, and in certain situations your ship/fleet would fly many turns outside the range of your fleet before turning toward its destination; GC3 seems to be similar in this regard.[/quote] I did this a lot; send a really long range colony ship to an unoccupied cluster of s
[quote who="DodgingRain" reply="2" id="3453999"] Not sure, it doesn't tell me. My ship is still there and theirs isn't. In this day and age there should be some sort of animation or tactical combat screen or something.[/quote] It's in progress. They have something planned that just isn't ready for us to test yet.
[quote who="androshalforc" reply="4" id="3453230"] I would also like to note that the yes and no buttons feel off isint yes/confirm usually on the left ? the fact that it's on the right Has caused me to cancel several times and then wonder why nothing happened[/quote] I haven't noticed an instance of it here yet, but on occasion I'll find things where the yes/no buttons will be flipped in the same game depending on which programmer set up
[quote who="kliebor" reply="5" id="3452916"] Yes perhaps a clickable option on the planet screen to toggle showing full tile bonuses, I would hate them to always be there, I prefer a clean look to the screen, the graphics look nicer this time around and would hate a bunch of floating text breaking the view.[/quote] My suggestion would be a key toggle, then. Set it so holding Shift lights up all the bonuses, but they disappear when you let go. Or just a hotkey toggle, push once t
[quote who="ForesterSOF" reply="5" id="3452465"] Is there a pass hot key?[/quote] Try the space bar, that's what it was in GC2. I still haven't gotten in yet so I can't test that myself.
I think I've finally decided to go with Useless. I really wish I could use the Buckley idea I posted in the naming topic, but that would have to be programmed into the game specifically and not everyone would get the joke anyway.
The game plays Yakety Sax every time you move a ship/fleet due north. Or the graphic for your ship turning into a fish for the next few turns.