deducter

deducter

Joined Member # 1752675
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[quote who="jirkaesch" reply="66" id="3405278"] Yeah, Norseman, I feel your pain. I deeply believe that Stardock will keep the GalCiv to be grand strategy game with tactical battles on top of it, NOT devaluating it! No shortcuts for "less advanced players" or to make the game more "accessible". [/quote] My objection to tactical combat is that adding it won't really make the game "deeper." It merely gives the illusion of a deeper game. Consider the case of including auto

411 Replies 1,958,378 Views

I am cautiously optimistic about GalCiv3, having enjoyed the previous two titles. However, I am concerned about the general trend of feature creep these days in game design. Some strategy games try so hard to please all of their fans and add feature after feature, with sprawling tech trees, fully customizable ships with dozens of components, RPG elements of heroes and leveling up ships/commanders. These is a lot of emphasis on freedom and allowing the player to do whatever he wants. This is o

411 Replies 1,958,378 Views

I'm playing on this build and I noticed a bug. Whenever the game saves the per turn resources such as glidar, crystals, metal, mana etc. are added to the total resource pool in that game. So in other words, if I have 200 + 10glidar/turn, and I save the game, then reload it, I will have 210 after I load it. This seems to stack, so if you keep saving the game, you can repeat this infinitely to give yourself infinite resources.

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Hi, I've been playing this mod and have enjoyed it quite a bit. One thing I was wondering is if it is possible to mod the game such that champion abilities like Path of the Cleric only reduce the mana cost of healing/buff spells but not damage spells, while Arcanist Affinity reduce the mana cost of damaging spells. I've been looking at the CoreSpells.xml file and I can't figure out how works. Are the StrVal hardcoded? It would be awesome if the spell

856 Replies 2,044,001 Views