[quote who="Frogboy" reply="1" id="3550354"] Two things about Kinetic weapons: They're super cheap and they have twice the rate of fire. [/quote] Not twice -- their default rate of fire is only 20% less than lasers. Their boosted rate of fire certainly is twice, but that comes at a cost of them now having 40% less accuracy than lasers. Also, the AI and the default schematics don't use Rapid Reload, so when the AI uses kinetics, or you decide to use
Vidszhite
Those Gundams are amazing. I never would have thought to make mobile suits. I love this game's ship designer. Speaking of ships, I made a custom Transport using the launch day parts (partially). I really like this one. <img src="http://i.imgur.com/bUhwKgG.jpg" a
These custom parts are pretty frickin' sweet. I've already made several designs with them, and I think they're my favorite ones yet. This is my custom Transport. <img
Now that you mention it, my game has been chugging along a bit too... and the sound effects are starting to not play at all during combat. Specifically, the game hangs for several seconds whenever I try to zoom in, zoom out, or scroll around the map. http://www.mediafire.com/download/b40yw62lvx4s3eb/Slow_and_Sounds_Dropping.GC3Sav >.> LET'S FIX <span style="text-de
I personally like this. Collecting the specializations is half the fun of trades now.
Wow! This was the most awesome thread I've ever seen in a Support forum, across any game, ever. You got one of the lead game devs to personally fix your game for you, and what it fixed will help us all. Good job, Vlad. Big thanks, Frogboy.
I think so too. I personally like it quite a lot and hope it stays that way, or if it's ever changed, approval is added rather than replacing the income. It's like a Galactic Casino. It adds a little personality to the improvement, if that makes any sense.
[quote who="abomination5" reply="5" id="3550162"]Good info. Is there anyway to see how population is affecting manufacturing on the planet screen? I see a Raw Manufacturing value, and I'm guessing population comes in here, but I don't see any indication of the exact bonus. I'm assuming that under the right conditions, building a farm could result in more overall manufacturing than building another factory, although we'd have to know the exact equations in play to determine tha
[quote who="Kordanor" reply="8" id="3550216"] I don't think that stardock spent real attention to effective use of your ships. Right now you cannot even see the hitpoints of individual ships in a fleet. So what I am doing after a fight is separating every single ship from the fleet to see if it is hit in order to regenerate it savely, which again takes ages. But it's just a waste to send a ship with 10/100 hp into it's death. [/quote] That's n
That doesn't mean they're not carriers. The tooltips won't tell you a ship is a carrier, you just find out that there's suddenly like 20 identical Small ships in the fleet once you initiate combat. If you're so sure that these aren't carriers, post a picture on imgur or something so that we can see it, because the ones we got from you are blank.
Sure. Close it until the next beta. We're done here for now.
[quote quoting="post"] Does it only effect a building with a similar property? Example.. two factorys and a research buildings all touching each other. The factories clearly give the other factory a bonus but is any benefit applied to the research building?[/quote] The factories don't give anything to the Research building. Factories only give adjacency to other Manufacturing buildings (factories and power plants) [quote]The same goes for Plan
Farms give you more population, and population gives you more Production (which increases Manufacturing, Research, and Gold all at once), as well as makes the planet harder to conquer. If you're playing on a small map, you'll never reach a point where you NEED economic buildings, because the game is over in 30 minutes, but if you start playing on a Gigantic map or above, the game might last days or weeks, which means you actually will need to set aside some planets to generate
Sadly, no. I wish. I would love to customize the type of fighters and drones that Carriers use, or set which design should be used by default for other classes of ships, but that's one of the things they couldn't do before release.
Actually there is one way to heal a ship right away... upgrade a ship to itself. Costs money, though, and it doesn't work if the ship in question is a carrier, because you can't upgrade anything into a Carrier, even if the ship is already a carrier.
[quote who="dulsin" reply="7" id="3550127"] Considering how massive they are raise the damage to 2 and lower the cool down to 2. [/quote] Oh hell no, that would be extremely overpowered. Keep in mind that Rapid Reload doubles its Rate of Fire, so you'd get 8 shots for every missile -- lower damage per shot, but nearly twice as much DPS even with their low accuracy factored in! Plus, that also breaks Armor extremely fast, so you wouldn't even need Armor Pierc
[quote who="Surge72" reply="1" id="3550093"] You need to consider weapon range, accuracy, rate of fire, cost, and mass. Not just the damage. [/quote] On that list of things you mentioned, the only area Kinetics excel in is cost. Cost is meaningless because of how much production everything makes. Even Kinetics' Rate of Fire is pretty pitiful now, almost as slow as Lasers by default, unless you use Rapid Reload, which makes their accuracy even worse. <p
Nope! We kept bringing this up in beta, too. FWIW, you can give ships the ability to heal themselves in-combat, which can allow you to heal to full against really weak opponents. That's pretty much it though.
[quote who="wagraham" reply="2" id="3550088"] Thanks. I guessed as much. I feel like if another race has a starbase in your zone of control, there ought to be a way to gain it back from the other race. Perhaps a reduced price in trade due to the player's influence in the area in which the starbase exists. [/quote] There's always Gunboat Diplomacy. ;) In my experience, AIs normally won't put starbases directly inside your borders anymore unless they really
I'ma need some screenshots or a save file to see what you're talking about. There might be a few things happening here: 1) You're out of money. Once you go into the negative, everything shuts off and everything you produce goes towards getting you out of debt. This means 0 production and 0 research. 2) You're screwing around with the sliders in the Govern Planet screen without realizing what they do. If you set the Manufacturing/Wealth/Research slider s
Big thanks. Sadly, I only had two .dmp files in there, so this didn't save much space for me...
[quote quoting="post"] I love GC3, and at this point it is way more enjoyable than GC2. One thing though is missing that takes away from the game for me; the economy. In GC2 you inevitably will have times where you will go bankrupt because of how fast you expanded to keep up but I have never gone into the negatives in GC3. I haven't played that much, but it seems like I also dont make as much money as was possible in GC2. But you cont even change tax rates, which is a huge dissapoint
Those ships you're attacking are Carriers. Carriers don't show their fighters until combat begins, so what looks like an easy target is actually a deadly force. I can tell that even though your pictures are blank, because I am an extensive user of Carriers, and I also know well what it's like to be on the receiving end of a Carrier attack. This is why, when you see a ship that has relatively low armaments for its size, or if it's classed as a "Support" despite being a Medium/L
Anytime. You can also double-click the ship instead.