shayvaan

shayvaan

Joined Member # 3258674
0 Posts 18 Replies 392 Reputation

[quote who="ForesterSOF" reply="40" id="3807495"] My wish is they magically finish IV by July. Now back to reality. [/quote] LOL I hear you, but I must say that I am looking forward to the alpha and the chance to actually help to forge this game. I would prefer that they took as much time as they needed to make this the best game possible (although I do understand that budget restraints will tend to push in the opposite direction [e clas

51 Replies 204,563 Views

As for other race ideas - some with gooey organic parts - perhaps we could get extremophile races added to the mix. Floating aliens from gas giants. Lava lovers from extremely hot worlds, or frost giant types from iceballs. Species from toxic or radioactive worlds, the possibilities are endless.

21 Replies 55,087 Views

[quote who="DivineWrath" reply="9" id="3807119"] More synthetic species? There have been 3 games of galciv 3 where the only synthetic species has been the exterminate all life kind. I think its time for something new. My idea is that there was this species that nearly got whipped out by a plague. In order to deal with the shortages in the work place, the species started developing machines to replace them. Over time they got smarter and more complex until they became a sapient

21 Replies 55,087 Views

[quote who="Frogboy" reply="73" id="3760505"] Pictured this: Reduced 33% Original 2386 x 1491 The areas in gray have free movement. The purple lines are hypergates. Once you have the tech to use them any ship can use

125 Replies 724,940 Views

My responses, in your no particular order [e digicons]:grin:[/e] Fewer but more distinctive civ abilities. I always prefer lots of choices, personally, but it will depend on the abilities, how much they affect gameplay and how much we can mod them. One thing I would like to see would be different life types, I mean really different, as in they wouldn't view the map the same way. Carbon-based such as humans woul

125 Replies 724,940 Views

I believe that all I can say to this is... Thank you Gauntlet (and to Horem as well), not only for providing a lot of entertainment and memories that your mods gave me, but in the ways of modding. Thank you for all the hard, time-consuming work that you did. Thank you for loosing the Daleks upon the GalCiv universe, as well as the many other highly entertaining opponents and foils. Thank you for your reworking of governments, events, anomilies, mercs and ideolo

1,416 Replies 4,499,137 Views

[quote who="Falkoner" reply="23" id="3746807"] Quoting SchismNavigator, reply 21 Yeah I see an issue with that being how we make sure people only build what they want. Perhaps some kind of focus like we have for planetary governors. the idea is not to replace the current system. You can still

26 Replies 70,610 Views

I have narrowed down my crash problem, a bit. The problem is the -Militarist trait (with the ability advancement folder) When I research the militarization tech with the Militarist tech tree file in the folder the game crashes, does not if that file is removed. Not seeing anything obviously wrong with the file yet, but I will keep looking [e digicons]:D[/e]

1,416 Replies 4,499,137 Views

[quote who="Gauntlet03" reply="1327" id="3746088"] Have you read Mechmaster's "Trapped in Amber" prequel? Also for the Terran Sovereignty text issue... someone told me it was preventing them from starting a game (I didn't know that) so I updated the main GRM file and added a hotfix to optional files. Gauntlet's Race Mod at Galactic Civilizations III Nexus

1,416 Replies 4,499,137 Views

I have noticed that I have a ship moving into unrevealed FOW that, if I'm not watching it, that it seems that there are areas that don't get revealed (as if it had moved a bit, jumped a bit and then moved again) Haven't seen it a lot lately because I tend to manually control my exploration ships, but I was doing an experiment with using a black hole generator to send a fleet consisting of a stellar architect and a scout across the galaxy and noticed it when the scout came back d

9 Replies 18,837 Views

I obey [e digicons]:grin:[/e] Been working with highly modified custom races, trying to get them true to the sources. The Borg Collective and the Dalek Second Empire (based on the Mechmaster webcomic). Both have the eco-harmonist trait built into their life type and the Dalek life-type (which I am considering using to just replace the standard synthetic life type) also gives a bit of durantium and promethium, to help out with early reproduction. Haven

1,416 Replies 4,499,137 Views

Here's another: We have tabs for bases, shipyards, planets and ships. Could we have one for hypergates? During war situations, I sometimes want to shut down at least part of the network, to prevent my enemies from using them. Being able to cycle through them would make it much easier.

26 Replies 70,610 Views

[quote who="Gauntlet03" reply="1299" id="3744050"] What's that? Military Starbases that might be worth it? X3 Sensor Power module X2 Area of Effect module +25% Resistance to Colonies, +5 Influence Per Turn, Cost 1 Admin, Rewards a Commander! Module! +25% Friendly Movement, -25% Enemy Movement Module! Mwahahaha [/quote] You sir, are either an evil man or, given your avatar, a good Dalek

1,416 Replies 4,499,137 Views