One of the thing I've noticed about playing SK is that with the minor factions, each of them has something unique. You want them to be on your side - or if you conquer them, you get some lucrative resources. I propose giving each of the minor factions in GC3 something similar - give them some unique power so that they aren't just a one planet pushover and perhaps some incentive to make them your allies (ex: an empire wide bonus or a constant supply of some
UnleashedElf
I think that had there been another expansion or more patches we would have had more interest perhaps. Realistically, the mod community has probably done everything it could have. My big wish is that SK had been a bigger "leap" compared to FE LH - comparable from GC2 to GC3. I kind of which that the game was 64 bit and a few other things that were completely novel.
Out of curiosity, what are Dread Lord bodies like?
Totally OT, but it does seem like this game has become less active right now - as has the modding community. I presume most have moved on to SK or something else?
Which AI traits do you think lead to the strongest overall faction right now? Expansionist is definitely one and I would argue either Militaristic or perhaps Monster Hunter? What has your experience been with the Civilized trait? I think that among the attack types, I've seen the best so far with Clubber among the different types.
[quote who="Bamdorf" reply="63" id="3530193"] I have seen a phenomenon repeatedly in games in which one thing or another was considered vastly overpowered. Then, people figured out how to counter. Then all of a sudden people screamed that they needed a boost! I think the best approach is about what SD is doing. Give people lots of choices about how to build stuff, and then let them duke it out in real pvp type battles. And then see what the si
They need to be like the ones in Sins - with enough upgrades able to stand up to a sizable enemy fleet. That and they need to be potent enough that they cannot be ignored. In exchange, you get what you pay for and they are static.
I'd still want weapon sizes - smaller ones are good vs fighters and bigger ones have bonuses against larger hulls.
[quote who="XeronX" reply="54" id="3519808"] I think the problem really gets back to the fact weapons have no real size....I.E. the point Defense anti fighter batteries would never really be used at another capital ship. That was always something that bothered me about almost all space empire sims. They never build their capital ships correctly. Real capital ships have large scale weapons and small scale weapons. The large bore guns are for ship to ship
Y[quote who="peregrine23" reply="30" id="3524540"] Quoting erischild, reply 29 The interesting thing is the multiple Shrinkers. I am convinced it is because I started them all at once and otherwise I wouldn't have gotten away with this. known bug that has been in since alpha and prob
What do you think is the best starting hero among the combination of heroes? Why? In general in FE LH, I found that the top hero to start out with were mages as relatively few things had resistances to spells. Commander was arguably a worthy choice, followed by Defender. I generally did not like Warrior and Assasin.
What there need to be are weapons sizes I think with small, large, and medium weapons each specializing at certain targets.
I would agree that starbases at the moment are not fun an can be micro intensive. What is needed is some sort of way to automate the process even. The other issue I see is that the starcbases survivability is not good later in the game.
At this point, I think that there needs to be something that can help make the game more interesting. Perhaps more minor factions trying to expand and that become as potent as full scale players would help make the game more interesting early game? Or space pirates or something to fight? Perhaps something special for large maps even?
Would there be any way to reverse the diplomatic penalty for 4 towers and forge of the overlord when the spell victory is disabled?
Massive logistics mode would be an option that you could check off at the start of the game. Essentially, this is for higher end computers, where well, there's massive logistics. This in turn allows for truly massive sized fleets. I think that when massive logistics is enabled, the AI may want to be programmed to favor massive "stack of doom" type fleets as well.
[quote who="ThoseDeafMutes" reply="15" id="3518492"] The main problem with drawing an analogy between naval carriers and space carriers is that space carriers occupy the same medium that space fighters do. That is, an Aircraft Carrier is an ocean-going vessel that launches aircraft. A space carrier is a space-going vessel that launches spacecraft. There have been some pretty serious treatments on the subject, I generally recommend this page from the blog <em
Right now I am running the AMD Catalyst 14.12 drivers and GC3 is telling me that I need to update my drivers. The game loads just fine, but it's a big of a bug there. System configuration: 4790K CPU, cooled by Cryorig R1 Ultimate MSI Z87 XPower AMD R9 290 GPU with 14.12 Catalyst drivers 32 GB G.Skill TridentX Samsung SM843T 960GB SSD Please advise.
Would it be possible to have outside of the main game a battle viewer mode? Basically in games like Total War, you can have custom battles where you choose troops on each side and then have them fight each other. Would it be possible to implement something like this in Gal Civ 3, only with ships (ex: your custom ships vs enemy custom ships)? It might be much more engaging than playing a lengthy 4X too in multiplayer as it would be much faster.
Sounds like an early beta balancing issue. I suspect that carriers are powerful enough to the point where you could downgrade it to 1 fighter per module and it would still be competitive. I think that this was a mistake. Carriers should be competitive for sure, but I doubt that they intended for carriers to gain total supremacy over all other means of combat. It would be like strike craft in Sins gaining superiority over all else. Granted bomber s
With the combat viewer now in, I think that this becomes a bigger priority.
Given the fact that 4k monitors are going down in cost at a moderately rapid pace, and that this game is expected to be around for about ~6 years, it would seem that 4k support should be a priority. By then, 4k will likely occupy the mainstream and 2560x1400 will be perhaps more lower end in desktop monitors.Perhaps by then 6k and 8k monitors with 4:4:4 subsampling will become high end. I know that there are plans (in SK as well) to make the UI si
I would like a game option to address this bug: https://forums.elementalgame.com/454988/page/1/#3482665 It appears to be hardcoded though, so there's nothing that the modders can do.
In the future (this is probably not something that will happen during the first release of SK), would it be worth exploring a pure PvE mode? By that I mean, there is no time constraint (ex: no doom timer), but in return, the Sorcerer King gets progressively more powerful as time goes on until it reaches a peak point, and that peak point is much more powerful than he is in the current game. It'd be interesting to see how the player would react
[quote]Lots of new weapons have gone in. We are playing around with the idea of letting trained units get to equip weapons as long as they have the proper profiency to use it (rational is that while it’s silly that 1 sword can equip 3 soldiers, it’s just as silly that 1 chain shirt can equip them too and let’s face it, equipping units is fun) [/quote] I think that this is worth exploring. Trained units at this point ne