lecek

lecek

Joined Member # 2586735
0 Posts 2 Replies 2,220 Reputation

Hello guys. I have a strange bug where buttons and drop box's are no longer labeled. I noticed it first in the selection screens before the game, the galaxy size and other selectables were blank. If you clicked on one you would get the drop down list and you could select large or whatever but the box would stay blank after that. Once I got into the game, many buttons were blank. For example I clicked where I remembered the orders box was and got a sub men

9 Replies 5,081 Views

If I am not mistaken Frogboy already noticed that, and mentioned other things. Regardless, we know that what we have in there now are filler events and that there was no real attempt to balance them. They are just there to show how the system will work sort of thing. The dev streams talked about how there will be many more events and how right now they are for every planet when they wont be in the future. The all in all is we know full well that whole aspect does

10 Replies 13,839 Views

I think that we should have stars on the fog of war but they should not be large grey circles. They should look more like stars look to us now on earth. I did a quick google search of what I am talking about: <a href="http://www.google.ca/imgres?imgurl=&imgrefurl=http%3A%2F%2Fscienceblogs.com%2Fstartswithabang%2F2010%2F01%2F25%2Fseeing-red-in-the-sky%2F&h=0&w=0&tbnid=QutFCTGmEsoljM&zoom=1&tbnh=180&tbnw=280&docid=Ch_HIyNB_3AQDM&tbm=isch

7 Replies 11,706 Views

Hello guys. I have hit some difficulty with the shipyard. I think it is best to describe what I was intending to do first. I am a fan of the Star Carrier series, in that series the ships are characterized with a large shield cap and resemble mushrooms. The shield cap is the front of the ship. My Avatar has one of my GC2 renderings of a ship from that universe. In order to make a ship like that I try to setup a spine of some sort and build off that. Le

2 Replies 2,663 Views

[quote who="logan0178" reply="3" id="3458940"]A major concern here is the fact that since Shipyards are now attackable one can simply gain slight military superiority and "camp" the enemy and destroy each and every new shipyard they attempt to build so they can never build any new forces and never recover. Previously each planet was an indestructible shipyard unless you defeat it in an invasion which prevented someone from being camped and make it possible to make a comeback. But with the new

8 Replies 559 Views

I would suggest listing one line descriptions at the start and then filling it in later. All the the following are real observations but I think SD already knows about them. For example: 1) Some colonizable worlds are not. 2) Ships that are just "ejected" should be in focus right away. 3) There should be a GC2 style box for newly constructed ships. 1) I came across a world that was a class 11. Two different colony

3 Replies 2,301 Views

[quote who="EvilMaxWar" reply="5" id="3449708"] Im not saying it would be a bad idea or useless but I still fail to see enough benefits to justify this arguably complex Fleet group system. In a RTS like Starcraft you really need groups to react quickly. But in a TBS, its all about microing. Even in late game I do not have all that many fleets and I micro them carefully. I also typically do not have my fleets come back to where they were. They just carry one as the fron

13 Replies 819 Views

[quote who="ParagonRenegade" reply="2" id="3449701"] The ability to group things is always a great idea. My original Shift-click idea was pretty sexy though if I do say so myself :3[/quote] No reason why we can't have both. Shift click a bunch of planets from the colony list screen and add to a new group. Or just adjust them as if in a group. Very sexy.

13 Replies 819 Views

No, I didn't know someone already suggested something similar for planets. In regards to fleets, it is a matter of how you play. Lets say that you have all your fleets on sentry or strategic locations. War breaks out and you need to move many fleets over to the other side of your empire. You would have to click on each fleet and tell it go. Even if you have a rally point you have to click on each fleet. Or if you have your fleets in groups, you can

13 Replies 819 Views

In the "GalCiv III Economy 101" thread, part of the discussion focused on multiple colony management. This lead me to a fleet management idea and because of this I posted my ideas to a new thread: From GCIII Eco 101 thread: "Yes, it's per-world currently if you want -- there's a checkbox for "use civilization-wide settings" that you can override. My bad on research example, thanks for catching that. Fixing." From reading, the only thing explicitly

13 Replies 819 Views

I brought this issue up in a earlier post some time ago. (Thread was something like: Galciv 2 features that should die) I suggested these alternatives: Scout Ships when set to scout would give the option of 1) Going to random locations in unexplored space, or just random locations is space was explored. 2) Going to random locations. Also I suggested that Survey Ships would default to these if there were no anomalies in reach rather then j

6 Replies 23,719 Views

I had never thought about it before. Have you seen any of the GC3 screenshots? GC2 wasn't always clear even to those with normal vision, but GC3 looks like it might be better. Everything looks well defined and with good contrast. But of course I have no idea what it would look like to the various forms of cvd and I don't know how to tell from an OP if you have a founder elite tag and therefore access to the various screenshots we get to see. I don&#

2 Replies 8,554 Views

Sigh. We are off topic. Though if they did release the alpha to the founders vault, I think I would squeee like a little girl. Right now though I am hoping for a screenshot or something tomorrow or something.

52 Replies 32,203 Views

It has been almost a month since the founder's vault has had any new content. [e digicons]:'([/e] I would like to take this opportunity to point out that some of us are suffering from withdraw symptoms and will need another hit soon. [e digicons]:waaaa:[/e] A picture of colony management or government management or something. More music. Concept art. *beg*Please please please*beg*

52 Replies 32,203 Views

Being able to pin the spending on that line or a percent thereof should also be possible. So if I set the spending at 10% above the line it should go up and down with the line. (OR 10% deficit spending for that matter) It would be nice to get a notice if the "governor" that does that is unable to maintain the spending. In regards to making it so that I would need to drag the pip twice to cross the line, I am not sure I like that idea. If I use CTRL to drag below

4 Replies 19,393 Views

I see there is a new picture of the production wheel. It took a while to spot the differences. Anyway, one simple quick suggestion that I think you guys might like to know about... Regarding the dashed line, it represents where you are profitable. I imagine it moves as your economy changes. I also expect that you can select deficit spending if you want to. Now here is the suggestion, make it so that if you are holding ctrl or if you have a readily avail

4 Replies 19,393 Views

I would like this a lot. I think the 5% is too steep a curve though. It doesn't take long for that to add up to the point where there is a practical cap to the tree even if there isn't an actual one. On the other hand as I think about it, I could see the possibility of 5% not being enough. It would be something that would have to be calibrated during beta. I also wonder what system they are already designing. They have already said the lasers N

17 Replies 38,149 Views

[quote who="DivineWrath" reply="32" id="3424988"] I found the pod cast difficult to understand at times. It almost seemed like the host was asking the guest about morale in GalCiv 2, but then the guest answered with how things will be in GalCiv 3. Similar stuff with other questions. At least, I assume one was talking GalCiv 3 otherwise the guest is out to lunch as to how GalCiv 2 plays. Probably confused the host in the process. The guest practically needed a GalCiv 2 veteran to keep hi

38 Replies 63,150 Views