Basilisk83

Basilisk83

Joined Member # 2955098
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def had a more involved game this patch... AI was much better at trading and having the "evil" races be more aggressive. I really liked the tech tree and adding an additional slot to those ships, def made shipbuilding, esp early on, more fun. started out as the baratak grove with 7 other civs, few sectors, med starting sector, had 1 other civ start in my sector (krynn). Genius difficulty. at around turn 50 the festron declared war on me after they crossed the only subspace str

45 Replies 37,071 Views

smaller maps, even with resources on "common" still dont have many of the resources that you really need now, let alone resources for each race there. i've noticed that if a ship just sits on a subspace stream opening, then no other civ's ships can ever use that stream. if this is working as intended, I really think that it needs to be changed. maybe make it so that 3 or 4 different tiles can access the subspace stream. considering how important the subspace streams are, esp early on

45 Replies 37,071 Views

might want to do a resource balance check... i just started a game with "occasional" resources, and the first 10 systems i checked have no resources, the 11th system in the map did have promethion, but that was all the systems in that sector and no durantium or elerium in several nebulas. this seems a little low considering there's 3 lower resource settings and only 2 higher ones.

45 Replies 37,071 Views

[quote who="DerekPaxton" reply="11" id="3836250"] Yes. In fact one of the reason for sectors was to introduce terrain. You can think of them as connected games of GalCiv, or you can think of them as continents dseperated by vast oceans. So from the perspective of blocked terrain, we have it. Lots of it on the large scale. And not only does it blind you to whats on the other side, but you are unaware that a path exists until you get the correct tech. Is that stream into the hea

25 Replies 65,714 Views

[quote who="Frogboy" reply="11" id="3836296"] The number of techs in the game right now is because they haven't been divied up between the different civilizations. So right now, you see ALL the techs instead of just the ones a particular civ would get. Also, as a reminder, you can roll for a particular branch of tech: <img src="https://cdn.stardock.us/f

23 Replies 31,437 Views

[quote who="Jeff Yutzler" reply="7" id="3836256"] Quoting Frogboy, reply 6 ok. I’ll bite, what are you talking about? You either want our feedback or you don't. Here is some recent feedback. "That is an ungodly amount of tech" - Seren Santiago <li

23 Replies 31,437 Views

it's def fun, interesting, and involved. I would say there's 2 important things to consider though... 1. the game gets upgraded every week or 2, so u have to start a new game each time if u want to stay in the loop. 2... it has a little bit of bugs, crashes, and for my 8g ram, 6 cores comp, it gets pretty laggy pretty quickly still. as long as those possible drawbacks dont annoy you too much, the game should still be fun and worth trying i think.

23 Replies 31,437 Views

I agree that there is way too much techs and filler techs and time spent trying to figure them all out (we really do need that tech tree back). 150 turns to get a decent ship seems like something people who want to put the game tech rate on a very slow setting can do if they want, but I think most people who put their tech on normal are going to want something a little quicker than that. i know that you've already put a lot of time into making all those techs and how they all work though, so

8 Replies 4,478 Views

maybe a possible way to deal with this problem would be to be able to get more resources and/or "transferable xp" when you decommission a ship that has levels and/or upgrades on it. this way you would be able to use the resources to help rush build another ship, and get some or all of the xp from that decommissioned ship transferred to other ships, basically like transferring the experienced crew to one or multiple other vessels. this would remove the need to micromanage old ships while allow

11 Replies 52,839 Views

liking all the new changes. esp like starting off with a policy slot. growth rates seem much better for keeping things going at a good rate while still rewarding you good for building growth upgrades too. a couple tech issues... games start off well with good response times, but by like turn 50 the lag still gets really bad and the game therefore becomes a lot less fun. (I have presets on low) second, the map sizes for starting sector seem to vary a LOT. while starting several

15 Replies 15,859 Views

[quote who="Frogboy" reply="35" id="3831771"] Seems like the solution there would be an improvement or policy that feeds off misery. [/quote] I think that there has to be another option for players who dont want to see an evil, bloodthirty civilization be forced to train a bunch of entertainers, and the like, in order to make their civilization work. there has to be another kind of system. if you want to make it so that everything is based off approval by defau

69 Replies 111,934 Views

[quote who="Frogboy" reply="8" id="3831343"] Quoting Sycloness, reply 6 Ya the xp nerf to combat and the change that the ship that does the most damage gets the most xp completely messed up ship leveling. All ships need to be carriers now to get any xp. I'm not familiar with this. Can yo

69 Replies 111,934 Views

[quote who="Reisz" reply="15" id="3831227"] I must have a bug. None of my factions have names. [/quote] i had the same problem. didn't have to erase any files, but yeah, can't have any custom race stuff in order for the factions to work. just start a new game and click no when they ask if u want to load custom data for that race.

55 Replies 109,798 Views

5. I think the distance seems good. The greater distance is just a result from larger map sizes. if u make smaller starting sector map sizes and have other races in your starting sector, you're going to be meeting those races very quickly. i actually like the current way it's set up, i like having the option to choose to play a game where i can either build up stuff before venturing out into the more dangerous areas of the universe, or choose to deal with one or more races early in my startin

13 Replies 106,391 Views

love the new race :) and the part about a plant species' approval being partially based off the new pollution stat is brilliant, great touch. also the part about being able to terraform dead planets is great. a couple thoughts on that though... When you first make a dead world alive, is shows up with 0 to all stats. i noticed that once u actually colonize it, it gets stats (not sure if this is a bug or working as intended). so far none of the planets I've colonized this way have not h

2 Replies 15,920 Views

oh, i hadn't even noticed that button up there in the corner, ty. i know that will prob be pointed out to everyone in the tutorial, but u might want to consider put that a little more front and center with the other research stuff. it's up in the advisor section and at first glance looks like a way to cycle through advisors or something. thank you again for pointing that out though, should def make research a lot easier for me :P might make it a little more difficult for AI to know when it's

9 Replies 14,407 Views

Greetings. Big fan :) Played gal civ 2&3 and just got alpha .65 a couple days ago and wanted to share my first impressions... Overall I really like almost everything, i esp like the new citizen/leader systems and the new way the maps and planets are set up. graphics are very nice too, but it does feel just a little sluggish with the visual movement. it was also just a little laggy at the start of the game with default map size settings. wasn't too bad at first but by like turn 50

9 Replies 14,407 Views