Firehawk153

Firehawk153

Joined Member # 2411897
0 Posts 3 Replies 5,040 Reputation

First of all, I thought you said GalCiv IV was going to abandon the campaign concept all together and tell mini-stories thru game events itself. Those would initially be simple but more complex campaigh-ish ones would eventually be introduced. Second, if you do make a campaign, please devote more resources to the ending. I actually completed all of the Gal Civ III campaigns and they were very enjoyable but the ending of the Retribution campaign was the most anti-climatic l

36 Replies 140,798 Views

I think a better question is why can't we change ship role on a per-ship basis? That would offer much more customization in battles and ability to hold a ship back in an engagement, etc.

12 Replies 5,796 Views

Guys let me be the first to say I totally agree that some form of tactical combat or combat input or what not would be great and I've been arguing for that for YEARS. However, if there was ever a dead horse to be beat in the Gal Civ franchise this is it and it seems that the Gal Civ IV franchise isn't destined for that. I don't know what the final combat implementation will look like for GalCiv IV and maybe we'll get some nice options and mechanics added to fine tune engagements b

7 Replies 20,022 Views

Yea, the thrusters in GC3 is a perfect example of its combat system's halfway implementation IMO. In an actual tactical setting having faster speed would let you do a lot of things like close faster with the enemy ships or hold the range open. The problem in GC3 was that the combat options present only let you do one thing: charge at the enemy. There was no way to design a ship with thrusters and then give a ship role that keeps it at maximum range from the enemy to take adv

51 Replies 204,244 Views

[quote who="Ashbery76" reply="6" id="3806090"] With a game with no tactical combat I dont really understand the point of putting so many resources into a lego designer.It also means the ships never look that good compared to say ES2. [/quote] This +1 For a lot of us I think it boils down to that we have no satisfying conclusive agency to the entire ship design experience in either GalCiv II or GalCiv III. If you think about most 4x's games the sh

51 Replies 204,244 Views

[quote quoting="post"] Admiral Battles: We are considering (depending on sales) letting flees that are commanded by an Admiral (a promoted Commander) have tactical control over their battle. Right now, GalCiv III has tactical battles, it's just that they are forcibly put to auto-resolve (there's no UI to control units of course but if you watch the battle closely, you can see that the plumbing is there). Only Admirals would be able to do this

32 Replies 235,116 Views

[quote who="Frogboy" reply="3" id="3675721"] Gameplay. It isn't related to Crusade one way or the other. With the changes to Crusade, I can probably make the map bigger. That said, it's pretty disheartening seeing Crusade at 41% because people think Crusade is changing map sizes. [e digicons]:([/e] http://store.steampowered.com/app/527070/Galactic

35 Replies 125,140 Views

Founder or not I'd wager that Brad was selective with who he gave keys to in the Discord chat because he was wanting players that he knows have ongoing interactions on the forums and will play it and give feedback on bugs/issues. I don' think he wanted to risk handing out keys to founders that would just play the game and get butthurt and ragequit when they came across the first bug in the beta.

25 Replies 106,275 Views

[quote quoting="post"] This was important because it allowed me to divide up the AI's fleet manager and the AI's planet manager which sped up turn times. It was not a friendly game by today's standards (45% score on Steam). One of these days, I'd like to go back and update this just to make it work on modern computers. I only recommend this for nostalgia folks now. [/quote] <p style="te

12 Replies 117,957 Views

Brad, a few questions if you don't mind: Will the mercenaries mechanic be iterated on in future releases? Things such as additional bonuses, upgrading mercenaries, etc. As others have said they seem to lose a bit of their potency mid to late game and it would be nice if we could do somethings to beef up their usefulness. Are "heroes" or "leaders" still planned and are those intended to be a separate mechanic from mercenaries or does the

50 Replies 90,730 Views

[quote who="Frogboy" reply="5" id="3608838"] My objection to tactical battles is that in a game as massive as galciv, I might have a dozen battles per turn. I dont' want to fight those battles nor do I trust auto resolve enough. But I don't object to tactical battles if there was a way to have them that didn't force players into feeling like they had to deal with them. [/quote] Just a thought...only fleets with commanders or fleets with a "Command and

107 Replies 729,361 Views