Forgot to save the save :( The last time it happened, I reloaded the recent autosave, but couldn't reproduce the problem.
The_Regicide
There's a strange bug that I can't quite describe. Basically, some of your invader forces will sometimes just... not take the city, and that means you lose, even if there are no defenders. Happened to me twice, still have no idea how or why.
A LOT depends on starter bonuses and available hex placement. Also, AI gets massive cash infusions throught the game.
I quoted a part that I specifically responded to. I don't need to disagree to reply (but I do disagree that any starbase is a military installation). And yes, I meant "with such casualties that you can reliably do it without breaking your bank". Otherwise, you can send veritable trains of Tiny Missile ships at a starbase. Eventually it will die.
Just so we're all on the same page here... Vanilla Starbase<
If a player wants to keep his starbase against a determined attack in 2242 or 2243, they should EXPEND RESOURCES TO MAKE IT SO, is what I'm saying. Furthermore, if a player wants to keep his starbase against ANY SCOUT SHIP 2244 and afterwards, THEY SHOULD BE ABLE TO.
I am in agreement with the preson above.
I'm trying to fix the Prototype Durantium Driver, as it has an error that makes it cost 12 (!?) Durantium and 1 Thulium, but... I can't find where that's supposed to be fixed? It's been a *long* while since I tried modding stuff in GC3. Do I have the right file? This is in SteamApps\common\Galactic Civilizations III\data\Game\ShipComponentDefs.xml <InternalName>
[quote who="psychoak" reply="4" id="3676275"] Clearly, all is not balanced, but nothing wrong with a static military installation wiping the floor with a small fleet. They were tissue paper, it was embarrassing how easy it was to drop a static object [/quote] 1. Not every starbase is a military installation. The base stats of any starbase guarantee that you will not take it out for the next, oh, 100 turns at least. 2. That
[quote who="Frogboy" reply="6" id="3676225"] I am pretty sure I've found the last of the little money helpers in here. [/quote] The Terran Resistance AI in my last game, on Normal, turn ~150 or so, suddenly had a massive spike of about 100,000. The end game economy breakdown was dwarfed by the spike.
Good stuff! Might want to take a look at the Pulse resource use, too. 12 instead of 1 or 2 Th use per cannon.
Please. I am begging you. Make it possible to actually attack a starbase without a Large ship filled with weapons. Also, please balance the weapon options. Some of the numbers really don't make sense. Also also, fix Kinetic miniaturization, and some other tech cost typos.
Have you tried Call of the Titans?
[quote who="willie sanderson" reply="21" id="3327886"] I like the idea of only being able to cast it ONCE per game. Makes a player THINK before using it. And that's what STRATEGIC games are about...THINKING. [/quote] Let's introduce a bug that makes Pioneers non-functional. Makes the player THINK before setting up his capitol. And that's what STRATEGIC games are aabout...THINKING.
joeball, it's like you're reading my mind. Basically, increase the number of parallel lines in the tech tree to something like six, from the current three or four. More granular research will make civs that aren't tech-focused to not be as weak by giving them a minor/more specific boost more often, as opposed to researching every tech for twenty or more seasons.
Do you guys have any ideas that would help improve the Warfare tree's strategic options? I was thinking of limiting Call of the Titans to only affect one stack and one city, instead of throwing everyone off to anywhere. That could leave some room for more unique things in the Warfare tree. Also, a mid-game warfare tech that gives +1 to strategic move speed of unmounted units is, I think, a must. Ofcourse, this is based on the assumption that there will be some cons a
...that's possibly the most homosexual thing ever uttered on these forums.
MORE MOUNTS! Spiders! Drakes! Lions and tigers and bears! Oh my!
Beta's not out yet. Been delayed for about a week.
HP bars change ONLY on damage. Example: When a unit is at 10/100 and gets healed for 50, the bar will change to a quarter full only after taking 35 damage, never to three fifths.
Hero stacks of death? What? Am I the only one that thinks heroes are not doing very well when compared to produced troops? In my current game, the level 26 assassin hero with an ignis and tons upon tons of perks and gear deals ~30 damage per attack, on average, while a 7-man "cheap" yew archer with absolutely no equipment one-shots drakes for over 150 damage.
ITT: People who don't understand the difference between a game mechanic called "Daze" and the word "Daze" in the english language.
Again, not reading. I am NOT saying you can IGNORE the Warfare tree entirely, but beyond basic armors, weapons, horses and the first army size upgrade, the bang for buck just isn't there. Why does the NOT MILITARY TREE AT ALL get bonuses to both physical damage AND defense as capstone techs!? Why does the NOT MILITARY TREE AT ALL get to move an entire army from wherever to almost wherever whenever? Why does the NOT MILITARY TREE AT ALL get to increase an army's strategic movem
OK, once again, I am NOT talking ONLY about the magical weapons and armors. They are part of the issue, but they're not the whole of it.
Doom Maul. Sweet stuff, each time it hits it gets a +10% damage bonus. And the attack on it is HUGE. IIRC, it's 38 or so.