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Workshop/custom races with custom shipsets take a very long time to load when starting a multiplayer game. This does not occur in singleplayer only multiplayer. This happens even host is playing alone, (starting a multiplayer game with AI players and no humans). So it does not appear to be a transfer issue, rather a problem with how the game loads workshop content in multiplayer.
Random map games need empire placement options similar to how stellaris handles spawns. by that i mean settings on how empires are placed in the galaxy, E.g randomised, clustered players, teams spawn close, or distributed players. Galciv just randomly scatters empires anywhere with a small minimum distance between empires, and team settings have no effect on placement, which means on some games you might have may have 80% of your opponents within 3 star systems of you on a huge map.
Galactic marketplace T2 ships Erragis and Gestalt are overpowered and can be unlocked far too early for the amount of HP they have. Rushing these ships and pairing them with a fleet commander lets you roll entire empires with little trouble in the early game.
Also I would really really love to play this game with my friend once he finally gets good internet we have logged around 850 hours together in Civ 5 and I could see us logging 850 hours in GCIII together so please do consider making teams start near each other or make it so your teammate is your closest person too you maybe not near that might be problematic. I’ve never played a team game but I hope to play many in the future.
Also my consistent long standing gripe although I haven’t seen much of it lately Carriers need to be endgame ships their value is so astronomical. I don’t use them because they are such straight ♥♥♥♥♥♥♥♥. The only mod I think I would need to download now is the one that makes the AI not research them. Coding them to work like Starcraft interceptors where you have to rebuild them just isn’t worth the coding at this stage in GCIII lifetime but putting them behind massive hulls or at least locked until final age in the tech Tree.
Finally I feel population can be problematic during the early phases of the game and I feel forced to go benevolent.
Then the measured started to build shipyards at their new worlds but they built multiple shipyards right next to each other. Which is less than ideal.
This is actually an ideal strategy. Having multiple shipyards means each shipyard can specialize building a specific class ship and not have to switch to building a different ship class every 5 or 10 turns. This also allows the AI to build fleets faster and get them into combat sooner.
This is a strategy a human player would think of and likely would employ so it's nice to see this happening and makes for a more challenging game to keep ahead of your opponents while building ships and getting fleets out to protect your territory, resources and starbases assets.
I am constantly annoyed by the fact that I can move my ships between "islands" of range.
Example: There are two colonies 50 hexes apart(Colony A and Colony B), each providing a source of range for ships. There is a Tiny ship with a range of 10 that has been built at Colony A's shipyard. In theory that Tiny ship should NOT be able to travel to the Colony B. And to that point, if I set it's destination into the deep space between the colonies I get a popup saying it can't go there. BUT! if I set it's destination to within the range of Colony B, then it moves there just fine. It happily ignores the gulf of deep space it supposedly shouldn't be able to fly through.
Ideally I would love for ship pathfinding and destination setting to adhere to range limitations BETWEEN 'current position' and 'destination' as well as just destination.
2)
While modding, I can do cool things like this:
Such that, the MovesCap bonus is only applied to ships with an InterstellarDrive and only in the faction's Zone of Control. I would like additional Target and Scope options. Specifically the following:
Scopes - OutsideZOC, OutsideRange
TargetDef - IsOutsideZOC, IsOutsideRange
EDIT: an OnShipMoved "OnEventTypes" option would be nice too.
Perhaps the UP should have special sessions (not limited by the frequency set when the game was started) to determine whether continuing conflict is justified. This would make it more difficult for a warmonger to gobble up their weaker neighbours, but also limit retaliation from a galactic power which suddenly increases its military strength in response to a war declaration as mentioned above.
What would be great would be an option to CTRL+Enter or something like that to forcibly end the turn for all human players, to bypass whatever wait functionality is built into the turn cycle.