Battleborn

Battleborn

Joined Member # 644194
0 Posts 0 Replies 219 Reputation

Yeah this is a tough one in that I want a more functional UN, but where did that fall in the voting? Tactical battles are nice, and some TB games do them well, but it's just not what GC is about for me. I won’t complain about getting it, but there are other facets of the game I would like to see evolve first. Currently the UN as is is just annoying to me so it takes top dog in the poll (but it wasn’t there). I'm kind of hoping that they redo the poll and be more specific. The thing is, Diplo

19 Replies 25,471 Views

Well I made a ship with 11 Sensor MK IV (has a sensor range of 2). In the Ship Yard it says that said ship has a sensor range of 25, but once made the ship has a sensor range of 15. Seems like it is not counting the extra range of the new sensor type at all as a cargo hull has a base range of 3, I get +1 for sensor tech, and I have 11 sensors on it. That or it's not counting the sensor tech ability bonus at all and only counting the MK IV only once. Either way it looks bugged.

12 Replies 12,705 Views

The manual says, "Each megaton (mt) can feed one million people. Since a planet’s default production is 3 mt/wk, you’ll need to add farming projects to grow your population beyond 3 million." However my home planet starts with 5 billion people and 10mt/wk. So how is it that 4.9 billion ppl don't eat but live? So is the manual wrong and it's 1mt/wk feeds 1 billion people? Also is there some quick way to see if a planet is short on food, or if the players galactic food sources are short?

0 Replies 3,112 Views

What really needs to be added is trading of votes and items during voting of bills. There should also be a list of when each race gets to push a bill up for voting and a list of bills for us to choose from for when we get to push a bill up for voting. Items should include swapping of when you get to push the next bill up for voting for another NPC's position and just straight selling of your slot on the bill list. Espionage will tell a player what a race is currently thinking of putting up fo

5 Replies 5,515 Views

1. When a tech has a ship design that requires another tech, I'm at a total loss as to what tech it means. Could we please have it list all necessary techs, with an option to turn this off. 2. I play on the largest map, with auto follow enemy ships on and center on. No matter if I'm scrolled out all the way, or to the level I most often play at, when NPC ships move my screen jumps all over the place so fast I usually don't know what happened other than a general, "something mo

0 Replies 3,944 Views

In general I have not been happy with bouncing around of happiness. I have never seen it that severe, but 60 point swings every turn on several planets is common in my games. To be fair though I haven't really tested to see if there are things I can do to the tax rate to mitigate the wide swinging. But it's common for me to see a 2-4% population increase and see happiness drop 40 points. Then next turn, with no tax change or buildings built, it will swing up 20 points. And if I launch 100 m

8 Replies 6,413 Views

I have to agree with the need for drop downs (1). And the entire "food" concept (7) needs help and simplification, not that I even think it's working in game yet. I like where the "food" concept is going, just need the rough edges smothed.

1 Replies 2,201 Views

The hexagonal tile set is seen more in the pure military stradegy game, several 'table top' games use it. A game such as this 1 has many stradegies, such as cultural and technology, and thus the need for a purest tile set is not missed that much. I'm sure the designers thought it over and keep the square set for various reasons, and personally I don't think much would be gained by them going to the hexagonal set. The only other thing I have to add is that it is too late for them to

4 Replies 3,883 Views

There have been 2 things that has bugged me in GC1. The first was that the Senate had little point to the game other than determining if you got your party bounus. The next is that a player has complete control over the economy. If a player wants to put 100% of the econony into research then he can. That seems so unreasonable. So taking the 2 issues and putting them together I realized that there is a great solution. Make it that each political party has some control over the economy based

1 Replies 8,261 Views

Ok, not sure which forum to put this in but I've been getting confused with the whole movement thing. You have SCT and PC for actual movement rates. They appear to be the same thing, but should they be? I see PC used in the details screen for range and I see SCT used for range in other screens. Then you have a gid system which seems to be unlabled. You have a larger gid which is what? I assume sectors. Then it is broken up into a smaller 15 x 15 gid, which is what? Parsects? If parsects

0 Replies 4,180 Views

Planet spending works in weeks. That in it's self is annoying to me and would love to get rid of it and have it tell me actual amount of money it needs to complet the project. But that aside, what the game needs is a week 0 for completion of building uints. I'm rarely interested in if something will be done in 2 weeks, which is what week 1 can mean in real terms. In game terms we are playing in week 0. So if something will be completed at the end of that week, and thus ready to be used the

0 Replies 6,188 Views

CariElf, I do understand the issue of complexity. I personally don't mind longer AI turns, up to a point. But I know that others would have an issue with it so HO HUM. If it was implemented I would like it more with movement, but I can see how the AI would have major issues with it, since it does add a huge depth to the game that currently doesn't exists. And I can see why other players don't want it on several levels. But one thing at a time. Wish I had thought about 6 months ago and said

13 Replies 10,573 Views

For a strategy game the 1 thing I would like to see is the ability to have ship(s) be able to save move and react to enemy ships as they move near by. Basically they would be lying in wait and respond to encroachment. It would interrupt the movement of the current npc moving and force a battle. It would add a huge strategic level to the game and I don’t think it would take that much to implement. To implement a button would be added to the ship options window. And then code to aut

13 Replies 10,573 Views

Well I have to agree that ‘blockade’ is a great idea. There are many ways to implement it, but all of them would take quite a bit of programming I think. So I doubt it will make the game, unless everyone pipes in about it. (And just to make a point that I think everyone who wants this should. I would be willing to wait a month or 2 to get this feature in, and yeah I think it would take that long. And I think it is way more important than good looking graphics.) The thing to remem

52 Replies 27,749 Views