Things and stuff and things.

Hi everyone!

I know that there were more questions on the 3/23 stream than we had time to answer. Please feel free to ask them here, along with any new ones you may have. I'll do my best to prep them for next week's stream or get them answered in the meanwhile.

Thanks, have an awesome day!

~Kristy

"Tatiora"


Comments (Page 2)
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on Mar 30, 2017

I'm a bit disappointed that this question thread didn't get any love in yesterday's stream.

 

Twelve minutes into the 3/29 stream Brad mentioned that soon after Crusade is released you're looking at more support for modding (paraphrased).

What does more support entail?  Do you mean just race creation and ship designer stuff?  Or is there some impetus towards fulfilling some of the requests in the Modding Wishlist thread here: https://forums.galciv3.com/478948/page/2/#3670794 ?

Like some other posters, I'm not so pumped about sacing citizens to activate abilities as a game mechanic.  Any chance this may be reworked in the future to where a citizen can be given a mission (ex. spy sabotages improvement) with a % chance of success that may get them killed if they fail, and will certainly give them experience if they succeed?  A little RND makes things very interesting.

I really like the trait-based events idea.  More immersion = better game.

Like that the Military Academy opens up a legion construction project.  120 plus turns to build on a partially constructed planet seems like a very high cost, though.  I was expecting a legion per-x-turns mechanic like we have with ideology buildings.

Will the Dregin get a free legion with their garrison improvement?

on Mar 30, 2017

Greetings, 

One thing that I loved to hear was that tech costs will scale with map size! Most of my games have the research win disabled and I have found my self playing a game that last about 250 to 300 turns while the last 75 turns was me re-picking the capstone techs over and over. If I had one request it would be to make Age of Ascension techs 10 or even 30x higher then the previous age. By age of war you have enough toys to fight off or such other empires and the Ascension techs should be OOOOO ..ahhh.. ones that have pretty glittery stuff and make you go ..wow, now I am going to dominate!  I would love my games to last longer. Removing the micro of starbase management is very very helpful. Anyway  the game and the expansion look to be great. 


What changes can you tell us about specialty worlds or precursor worlds? Do Ghost worlds still boost your research on that planet 50%? Does a planet with a precursor elevator still help boost production of ships faster to the shipyard its sponsored to?  

Will we still get Ideology events (and points) for colonization? How about adding invasions to that (getting Ideology points/events)  as well? 


As always Gal Civ III is my go to game and I push it off on as many folks as I can when I talk about Computer gaming! 

on Apr 01, 2017

One question:  If there are any citizens on a planet that is conquered are those citizens lost/killed?

If so this could make losing your capital to be crippling, especially late game on large maps! Especially if your capital is relatively close to the disputed border and can be taken early.  Make sure you have lots of Legions there

on Apr 06, 2017

Just in case Brad is still wondering what the Torians did to get so powerful (4/5 Stream):

Nothing.

 

He scrolled the mouse wheel in while pointing at the wrong place in the race selection screen and it put them on genius difficulty.

In general I am happy to see he gets annoyed at similar things I do when I play this game. Is the AI fow-cheating (gifted+ difficulty) going away?

on Apr 06, 2017

zuPloed

He scrolled the mouse wheel in while pointing at the wrong place in the race selection screen and it put them on genius difficulty.

Just watched the replay.  I thought I saw that and had to go back a bit in the replay to confirm for myself,  

Note that I do the same thing myself sometimes often, so I recognize the pattern from first hand experience.  

on Apr 07, 2017

no beta

on Apr 12, 2017

Hi guys! 

I've compiled what you've asked and will do my very best to see if I can't get some answers today and in the weeks going forward. Sometimes it's hard to get a word in edgewise when the guys get going. There's obviously so much to discuss!

 

~Kristy

on Apr 21, 2017

Will the space elevator be visible in the planets' graphics on the galactic map when zoomed in?

on Apr 25, 2017

I read that in Crusade every single weapon on a ship is fired separately. What about star bases? Since they are now also designable, that should apply to starbase weapons as well, shouldn't it?

on Apr 25, 2017

lyssailcor

I read that in Crusade every single weapon on a ship is fired separately.
Really? Interesting.

Here's a question:
Will the missile weapon rate of fire exploit be fixed?

From the first specialization tech, and 2 ship components, you can achieve -95% weapon cooldown, which means +1900% rate of fire.
The tooltips are wrong, they suggest +95% rate of fire, but the effect is a weapon cooldown reduction.

on Apr 25, 2017

zuPloed


Quoting lyssailcor,

I read that in Crusade every single weapon on a ship is fired separately.

Really? Interesting.

Here's a question:
Will the missile weapon rate of fire exploit be fixed?

From the first specialization tech, and 2 ship components, you can achieve -95% weapon cooldown, which means +1900% rate of fire.
The tooltips are wrong, they suggest +95% rate of fire, but the effect is a weapon cooldown reduction.

See here

Quote from Brad in this thread:

"The area that I think most people will care about is the balance. It's not sexy but a ship with 3 attack is now somewhat of a big deal and there's something more...I dunno how to put it, but more immersive to see each precious cannon firing or understanding that i made a mistake putting a huge cannon on my ship when it's being attacked by dozens of small ships (since you can only kill 1 ship at a time)."

 But there is no mention about missile or other cooldown times.
on Apr 25, 2017

Thanks for the link!

Sounds like they are overhauling quite a bit about the combat.

In that case I just hope they manage to stay clear from stuff like that missile weapon combination. It's an issue which was first reported about the time gc3 released and I tried to reraise the issue a few times. It is quite beyond me, how this stayed in for so long.

In general it is not exactly wrong to have the attitude of combat not needing to be sexy-good balanced. Battles will for the most part be won on a strategic level beforehand. But the missile cooldown thing is so beyond the other weapons, it is not even debatable.

on Apr 25, 2017

lyssailcor

I read that in Crusade every single weapon on a ship is fired separately. What about star bases? Since they are now also designable, that should apply to starbase weapons as well, shouldn't it?

Read where?

As nice as this would be, I won't believe it until I've read or heard something official.

on Apr 26, 2017

Go4Celerity


Quoting lyssailcor,

I read that in Crusade every single weapon on a ship is fired separately. What about star bases? Since they are now also designable, that should apply to starbase weapons as well, shouldn't it?



Read where?

As nice as this would be, I won't believe it until I've read or heard something official.

See the link in my post (#26) above.

on Apr 26, 2017

lyssailcor

See the link in my post (#26) above.
  Thank you.

The missile cooldown thing will be simple enough to mod when there's only 1 tech tree to work on instead of a dozen or more.

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