[quote who="Gauntlet03" reply="6" id="3759450"] I firmly believe GC3 has the greatest ship designer ever (from a aesthetic point of view) but the number of valid ship designs is relatively low. There is little in-game reward for spending time in the editor and combat basically boils down to producing a greater number of ships with a greater number of weapons and a single meat-shield ship to tank everything that can game the system's simplistic mechanics. [/quote] Gauntlet's
ScrivenerOfLight
When I think of GCIV, I wonder what should be changed to make it a new game and not just an expansion of GCIII. Don't get me wrong, I think it should expand on what is best in GCIII, but my thoughts go to what makes it a newer, better game. And in that, I generally agree with the OP here. [quote]1) Change how the map functions.[/quote] The entire feel--and strategic depth--of the game could be improved with changes to how the map works. More than jus
[quote who="Gauntlet03" reply="11" id="3759397"] Yes and no... a lot can be done with the rendering and textures of the ship parts. For one thing, making them have a universal material quality (shinyness/etc.) and then have that modified by the fleet editor. Currently the fleet editor applies an overlay but each ship style of parts has it's own material properties, making ships very incongruous looking if you are not careful about selecting parts. [/quote] This is one of my
[quote who="Horemvore" reply="7" id="3759390"] Military Alliance grants 25% Ship Construction... [/quote] I suspected it was something like that--that it was the Ship Construction equivalent of the research treaty. [quote who="DMF" reply="6" id="3759389"] Non-Aggression Pact seems more meaningful, and it's terms are not a subset of alliance. [/quote] Good point. I'm not sure what the differences are between a non-aggression pact and an alliance (oth
I'm not positive when or why alliances changed--though I'm not recalling any point in GCIII's development to date in which a faction expected its allies to declare war when it went to war (or when it received a declaration of war). If I recall correctly, something like that was present in GCII. I'm not sure about Military Alliances.
So, in light of the 3.9 update, a long-time (but not oft stated) gripe of mine resurfaced. The alliance mechanism in the game seems virtually meaningless. If I'm allied with another faction and they are attacked, big deal. Doesn't mean anything for me. But shouldn't it? I'm not sure how much more the game is slated to change, but it'd be great if the devs could make alliances more nuanced and require a little more effort than just, "Hey, we like each other, let's be allies and keep li
Well, I was going to post here last night, got distracted with... work... and then never got back to it. Now, another 15 posts later, and I think I can be a lot more concise. I agree with the majority of what has been said about the surrender mechanism. I didn't see this as a problem. If I did, I'd either make commonwealths or destroy the colonies myself--or turn off surrenders. But to automatically have the colonies destroyed feels like a cheap solution. Easy, maybe. But cheap. And I
[quote who="lyssailcor" reply="5" id="3746051"] Yup - all I say is that it doesn't match the tech description. [/quote] The tooltips are somewhat confusing, I agree. [quote who="lyssailcor" reply="5" id="3746051"] Also: if I observe a ship traveling a 900% hyperlane it moves about twice its normal movement allowance, then it teleports quite a distance and appears a couple of hexes besides the hyperlane. [/quote] I've not witnessed that behavior myse
[quote who="lyssailcor" reply="3" id="3746037"] I think the percentage value is also wrong. After researching "Hyperlane Streaming" the hyperlanes themselves show "Hyperlane +900% Moves". [/quote] That sounds right if you have all the tech and the planetary improvement that boosts hyperlane speed...
[quote who="Gauntlet03" reply="1319" id="3745563"] Well if they are custom anomalies they might be under a different category than the normal ship-graveyards... I suspect the AI identifies that category and avoids them... auto-survey commanded survey ships also avoid them. [/quote] Again, I'm not sure what criteria the AI uses... and the auto-survey issue is something I wish could be changed (give the option to have a fleet with a survey ship survey defended anomalies).
[quote who="Gauntlet03" reply="1315" id="3745519"] 1) No the AI never goes for defended anomalies. Including the Precursor anomalies. [/quote] I have seen them go for defended anomalies--but I'm not sure what criteria must be met for this to happen. It seems to be rare. For example, when I tested my defended anomalies mod and all anomalies were defended, the AI definitely surveyed them--and without facing the encounter. And unless I'm mistaken, I've seen this behavio
Hey Publius. The AnomalyDefs.xml in the mod was copied from the original, and the only change was to remove the chance for encounters on those anomalies that had encounters (Ship Graveyards). It appears this file was changed... "WeaponModuleTech_Name" and "_Dec" were changed (sensibly) to "WeaponKeyModule_Name" and "_Dec". I'll correct this and post an update. Thanks for the heads up!
I would like to echo Gauntlet and Horemvore generally but emphasize two items that are key to me (and a third that would be icing on the cake). 1) Documentation : Specifically, documentation about what is possible (particularly what triggers/actions pair with which targets/scopes, etc.) would be helpful. Also documentation for what files are changed in an update. 2) Append/Replace : I'm not sure this is simple... maybe it is. Allow data with dup
Here are the save files for the game: Pre-Artifact Post-Artifact Hope these help.
Not sure if this is known or unknown--or if perhaps I'm missing something--but I have now twice had a ship wormholed by an AI faction. In one case (different game), I wasn't sure if the AI could see me, so I didn't report it. This time, I was wormholed and cleared the FOW--no enemy ships within even my travel range. I don't believe any of the AI had both the FOW clearing artifact and the wormhole generating one... so I'm not sure what's up. I highly doubt they could see any of my spac
[quote who="Gauntlet03" reply="15" id="3743852"] Not how I'd implement it in the UI preferably... But sure. I'd prefer a check box similar to shipyards disabling the alert for the planet. If the planet que is empty than a flat morale bonus gets applied... Someone like say 20-30 percent. One way to get a temporary maximum out of taxes for my colonies would be to halt production and then tax more because morale allows me too . [/quote] I agree--but I'm not going to
[quote who="Gauntlet03" reply="9" id="3743748"] Personally id rather my planets just be finished. Planets without projects simply should be by happier. They're done. Lol I'm mostly joking... Mostly. [/quote] So a morale project set to repeat?
I'm trying to remember that but can't... and I'm not necessarily advocating for a military project, but I'm not necessarily 100% sure about switching to Aid Economy almost exclusively, either.
[quote who="Publius of NV" reply="30" id="3743741"] Then by the same logic he should nerf Aid Economy to only occur on the Financial Capital planet. I don't understand what he thought he was trying to fix. [/quote] IIRC, he mentioned that the point was to shift mid-late game planetary projects to income instead of research (pretty sure this was in one of the Retribution Journal entries), and he bumped the bonus for the Aid Research project up. This actually doesn't bother me
[quote who="Gauntlet03" reply="34" id="3741652"] Hypergates are about as expensive as building a starbase and are available very early game. They are intended as an alternative to bee-lining high end drives. [/quote] And each requires an administrator, which makes them limited/strategic.
Thanks so much for the journal update! Great stuff!
Thanks, CariElf and Frogboy! You guys rock! And good work, Old-Spider. One comment: #16 on the list isn't limited to "soak" games. I'm not 100% sure what's going on behind the scenes, but AI do go after anomalies that are defended and survey them without triggering the encounter at all. At least, that's my assumption since the encounter is visible. I'm guessing this has gone unnoticed largely because defended anomalies in the base game were only a percenta
A welcomed announcement! Thanks!
Thanks for another interesting journal! Love the sneak peaks!
I don't want to get too off topic, but I want to share a brief synopsis of some game play I did last night (while listening to the State of the Union address--so about an hour... plus a little) that illustrates that the game does currently allow for other strategies beyond colony rush--but they aren't necessarily the best strategies... I played on an immense galaxy as Terrans with 6 other factions set to gifted. I decided to make only one colony ship (for Mars). I was surrounded by a