General Pants

General Pants

Joined Member # 2580433
14 Posts 41 Replies 3,550 Reputation

Did you know there is a function in the game setup that prevents you from adding more than 100 factions? I didn't, until I finally got 100 factions! It took almost a year. They aren't all complete or perfect yet, but when Crusade comes I'll be kicking out the the weak ones! Yay! My galaxy runneth over!

0 Replies 9,838 Views

[quote who="Ascaloth" reply="4" id="3664643"] I'll take this opportunity to share my examples of what I've been talking about in this thread [/quote] Since the thread wasn't being used for what it was meant to do anyway, I just thought I'd slip in that that is a nice set of ship names. At first I thought you had just high-graded a history of 20th Century seapower. However, in most cases, the ships come in neat sets: 'last battleships,' 'broad-fron

9 Replies 11,870 Views

[quote who="Syrkres" reply="1" id="3666266"] Second this, and another request would be to form groups of minor factions. A default grouping. [/quote] Agreed... you should be able to choose which minor factions are available for random inclusion (should be true of regular factions too)!

2 Replies 5,433 Views

It would greatly help add minor factions to the game if we could have a minor faction editor just like the major faction editor. It would be even more cool if we could move factions between the two. But I'm having 50+ faction games with only 12 minors!

2 Replies 5,433 Views

[quote who="charon2112" reply="5" id="3666031"] Any particular reason why medium and large ships are about the same size in the battle viewer? I'd expect large to be at least twice as long as medium. [/quote] I would re-ask this as a separate issue, titled "sizes in the viewer." I think they made Large hulls larger, but didn't change the scale factor...

26 Replies 163,166 Views

The ship designer IS the game. That said, there are problems: 1) In GC2, a hardpoint had a set orientation, in GC3, they have a sort-of orientation, but the X-Y-Z axes of the component are absolute (they align with the ship's axes) not relative (the part's axes). And the program gets confused (as do I). This means that sometimes a piece cannot be rotated in one direction (two 'axes' are now parallel). It also means that arranging parts around, say, a circle is very har

26 Replies 163,166 Views

And five minutes after I add a new race and ship set, I find out Gauntlet used the pic already. Back to the Gimp... FYI: When Crusade happens I may or may not use the conventional upload (except for the sets for other people's civs). Some of my civs have things that may not be supported. For example, the Craiquin have a custom star (!).

31 Replies 412,568 Views

[quote who="Syrkres" reply="1" id="3665663"] I believe what you are asking is the following https://forums.galciv3.com/479526/page/1/#3649899 - Reply #3 are the steps to fix this. [/quote] I do believe you are correct! Thank you so much for paying that one forward!

2 Replies 29,605 Views

[quote who="SilasOfBorg" reply="30" id="3665277"] * make planets, as well as starbases, require Administration (wait! don't shoot! arrghhh!! not the spleen again!!) [/quote] This is an interesting idea. Or maybe the planet cannot achieve full production without an administrator, or more administrators on a planet make more production. Or, they could be like the reverse of how spies used to be, and boost the effectiveness of one building. That way, the t

37 Replies 203,697 Views

[quote who="Taslios" reply="8" id="3665554"] I hope Paul is still at StarDock.. He did a good job... he just wasn't Brad. [/quote] Not to speak for Stardock, but I gather Brad did not replace anyone, he jumped in to help out, presumably so that the team could focus on Crusade, and so he could work his AI magic. I think he said project management was staying the same.

9 Replies 45,442 Views

Can anyone help? Early on, I made some ships that turned out to be wrong for their size. Now I'm not sure I can use them, because the ship needs to be Medium, and it is built on a small hull. I know this has come up before. I hear it makes things difficult, and that there is no 'conventional' way to fix this. Gauntlet suggested saving the hull as a component, and that would work... if components always worked, and if I had a base element for every ship. It probably

2 Replies 29,605 Views

[EDIT: I forgot to say first that this is COOL!] If: a) I can keep my computer for a few more months (lost job , they want it back) b) can get through some other mods c) don't get messed up by Crusade ... I plan to add a special planet type for Venus... Greenhouse World or somesuch.

4 Replies 12,121 Views

Dear Stardock, I loved GC2. I loved the graphics, and the ship designer, and most of the game play. Mostly, I loved Stardock: the support for modding (heck, you hired Kryo!), the responsiveness to player input, and the speed with which bugs where handled all made me feel like the designers cared as much as I did about having the best 4X space game ever. Unlike many other games, GC encourages and rewards creativity. I spent hours that I should have been working modding the game to suit

9 Replies 45,442 Views

Ok, I just discovered that one of the basic rules on which I based my strategy (diminishing production returns with increased population) is no longer in the game. So many rules have changed since the rule book, it would be really really helpful if there were an updated manual. I can't tell if the Wiki is up to date. Maybe if you just amalgamated all of the change logs, and edited them into a list of changes since the manual that would work.

0 Replies 8,769 Views

[quote who="Seleuceia" reply="23" id="3665005"] I would expand on this issue and say that there is too much of an opportunity cost with building farms.. [/quote] For the longest time, my go-to strategy was to not worry about farms and population, but to just build other buildings and let population take care of itself. Not building farms means not building entertainment complexes because overpopulation doesn't happen, which frees up multiple tiles for other improvements.

37 Replies 203,697 Views

[quote who="Seleuceia" reply="8" id="3665197"] For those reasons I don't find tech brokering to solve this problem... [/quote] Ok, I see your point. In my games, tech brokering does help even out some tech, but you are right, the lesser factions (and minor factions) often still end up way behind the 'average' tech level maintained by trading. [quote who="admiralWillyWilber" reply="7" id="3665029"] I never even thought of that, but your

12 Replies 16,522 Views

[quote who="charon2112" reply="1" id="3664976"] I feel like I have to post this due to your thread title. [/quote] BWAAAAAAAAAAAAAAAAAAAAAHAHAAHAHAHAHAHAHA! Thank you so much! That is incredibly painful to watch it is so cheesy!

2 Replies 35,025 Views

[quote who="Gauntlet03" reply="6" id="3665050"] Love these... especially the Large... agree though, that the tiny doesn't quite work... maybe make it a more traditional fighter? Or are your ships never that "scale" and that tiny is like a destroyer? [/quote] The "tiny" hull became the scout. Fighters lack the paddle wheel, and some have only one engine. They are all long and thin, like the front of that tiny in the picture (one of them actually is just the front and rear

31 Replies 412,568 Views

[quote who="Seleuceia" reply="5" id="3665009"] One element of reality that is rarely incorporated in games is that technology diffuses between cultures and civilizations [/quote] Try enabling tech brokering. I find that trading techs tends to even out technology among those willing to trade. I will have to see how this works in 2.0 though!

12 Replies 16,522 Views