Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes
The game becomes unstable/laggy when I load a previously saved game, but not when I'm playing a new game. :( Makes playing big long games kinda lame.

Overall it's been GC2 with some streamlining and a couple new refinements, which I'm kinda ok with because I really loved GC2 despite it's flaws. I'm hoping that with some expansions and workshop support GC3 will blossom into something new and exciting.

Adbot
ADBOT LOVES YOU

Rougey
Oct 24, 2013

Darkrenown posted:

There's the civ5 social policy/ideology trees + civ5 style strat resources now too!
Resources are used for a couple of different structures and also for specialist ship mods - usually modals that smaller than the non-resource version so you can save them on space.

They're really not all that interesting.


Bucnasti posted:

Overall it's been GC2 with some streamlining and a couple new refinements, which I'm kinda ok with because I really loved GC2 despite it's flaws. I'm hoping that with some expansions and workshop support GC3 will blossom into something new and exciting.
Pretty much.

There is a fair wack of content missing and it's rather dull comparatively, but yeah the core is a lot better and there is plenty of room for expansion.

Captain Mediocre
Oct 14, 2005

Saving lives and money!

I'm liking it, the game is definitely fun but it really doesn't have much going on that GalCiv 2 didn't, not really sure what they even did during development to be honest. I suppose they are holding back all actual new features for expansions like cynical bastards? :(


I am noticing that things start to get incredibly unstable after about 200 turns into one of the ridiculously huge galaxy maps, but they seem to have fixed all the CTDs I was getting at least.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


It seems everyone is forgetting the number one advantage of GC3: It has multiplayer! :woop:

Seriously though, has anyone played it? Is the netcode stable?

Treemeister
Oct 15, 2006

HAY GUYS
Like others in the thread, I got this remembering the fun I had with Gal Civ 2. Unfortunately, the game just doesn't have any new elements to really hold my interest. I get that expansions will add new game play, but I really wish I had waited after playing a couple of smaller maps through.

The game just really turns into an endless slog with tons of micro management. I've been playing Star Ruler 2 recently and that game is way more fun and interesting. The diplomacy elements are a fun twist on a usually boring element in 4x games.

Fork of Unknown Origins
Oct 21, 2005
Gotta Herd On?
Maybe it's because I love the genre and haven't played one in space before, but despite the flaws I'm having a really good time 10 hours in to the game. I'm in the middle of a game right now where the Krynn ballooned out into a massive death empire early. They're at war with everyone and holding it together on all fronts. They crossed Iconian territory to try and invade me but I got my fleet built up just in time to push them back. I'm nowhere near strong enough to counterattack but my shipyards are pumping out large hulled warships pretty quickly and as they lose ships in other wars the gap is closing.

The game definitely needs better fleet management and to streamline colony management a little bit (templates would be best,) but with not having GC2 to compare it to since I never played I think it's overall a good 4X game.

Treemeister
Oct 15, 2006

HAY GUYS
I think its a good game, too. It's just too similar right now for me to forget all the hours I've put into the past game.

I just hope that they do something to mix it up a bit in the future. The incremental upgrades for shops and planetary structures are kind of a drag after a while.

Michaellaneous
Oct 30, 2013

HerpicleOmnicron5 posted:

It seems everyone is forgetting the number one advantage of GC3: It has multiplayer! :woop:

Seriously though, has anyone played it? Is the netcode stable?

Singleplayer isn't stable, how should MP be?

Fork of Unknown Origins
Oct 21, 2005
Gotta Herd On?

Treemeister posted:

I think its a good game, too. It's just too similar right now for me to forget all the hours I've put into the past game.

I just hope that they do something to mix it up a bit in the future. The incremental upgrades for shops and planetary structures are kind of a drag after a while.

I sort of agree, but I also like being able to specialize with those percentage bonuses.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

Rougey posted:

Resources are used for a couple of different structures and also for specialist ship mods - usually modals that smaller than the non-resource version so you can save them on space.

They're really not all that interesting.

I was being sarcastic, I agree there're not very interesting.

Pasting my GC3 review from the Steam thread:

quote:

It's basically galciv2 again. It looks a bit better, and they've stuck Civ's policy tree and strategic resources onto it, but it still has the same problems as GC 2: You need to constantly spam out constructors to build and upgrade starbases but there is no good automation of the process, there's no practical information about where to setup trade routes, and you need to manually build everything on planets due to tile and adjacency bonuses. On top of that, the AI is a lot worse (get used the MUCH weaker races trying to extort money from you and being mad when you refuse) and the combat camera is super wonky. The game is also fairly unpolished, there's various missing texts and the UI calls the same systems by different names in different places which leads to confusion.

With all the same old problems and worse AI anyone who has played previous galcivs will soon be bored of this one - save you money, wait for a big sale if you really want to try this. If you like 4x games consider checking out Distant Worlds, Star drive 2, or Star ruler 2.

They also sold this to early buyers at 40% off with the promise it was the lowest pre-release price but then sold it multiple times for 50% off during Early Access, which was quite the con.
(I heard they patched the AI misunderstanding faction strength, but I have not tried it out since)

Struensee
Nov 9, 2011
Distant worlds is currently half price on steam, in case anyone else is looking at getting that instead of GalCiv 3.

Glass of Milk
Dec 22, 2004
to forgive is divine
I like distant worlds, but the pace early on is excruciating, at least with a pre-warp start. And invariably one of a billion pirate factions shows up and wrecks all my poo poo.

Time to tweak the generation settings I guess.

Segmentation Fault
Jun 7, 2012
I loved GalCiv 2 as well and honestly I like all the improvements in 3. My favorite part of the game is making my own race, and 3 is really great about that. I'm mostly hoping Workshop support adds some nice custom pictures and videos and stuff for that.

FileNotFound
Jul 17, 2005


Glass of Milk posted:

I like distant worlds, but the pace early on is excruciating, at least with a pre-warp start. And invariably one of a billion pirate factions shows up and wrecks all my poo poo.

Time to tweak the generation settings I guess.

There are massive guides on how to get into Distant Worlds. I love that game but you really need to sink in 100 hours + to just start grasping how the game works - and prewarp start is designed to be extremely punishing (it was only added in an expansion that made pirates a viable faction so yeah ).

Anyway GalCiv III is a great game if you never played GalCiv I or II - if you have it's just really more of the exact same and inevitably the bad things are still there and even more frustrating. The AI is just tedious, diplomacy is still a mess, get used to everyone hating you and every game is over 2/3rds of the way in as you are either way overpowered but the AI still won't surrender forcing you to slowly capture their planets right up until they "surrender" to one of your other enemies forcing you to continue the pointless slog towards victory - or all the AIs have declared war on you and you are completely swamped with 10 enemy ships for each one of yours and even if you can fight those odds it's too drat tedious to play wack-a-mole to keep your space yards and starbases alive.

I've done multiplayer in GalCiv III as well but the game pace is just too slow and there isn't any real way to speed it up unlike there was in Civ...so if Marathon style mulitplayer civ games are your thing....

Fork of Unknown Origins
Oct 21, 2005
Gotta Herd On?

Segmentation Fault posted:

I loved GalCiv 2 as well and honestly I like all the improvements in 3. My favorite part of the game is making my own race, and 3 is really great about that. I'm mostly hoping Workshop support adds some nice custom pictures and videos and stuff for that.

The game badly needs Workshop and probably shouldn't have shipped without it. It'll be great being able to download different ships and races directly, although it's fun making your own ships too. That introduces balance issues though; the AI has no idea how to handle my super-fast invasion ships.

wit
Jul 26, 2011

Fork of Unknown Origins posted:

The game badly needs Workshop and probably shouldn't have shipped without it. It'll be great being able to download different ships and races directly, although it's fun making your own ships too. That introduces balance issues though; the AI has no idea how to handle my super-fast invasion ships.

I would LOVE if AI could custom build its own ships to counter mine.

Fork of Unknown Origins
Oct 21, 2005
Gotta Herd On?

wit posted:

I would LOVE if AI could custom build its own ships to counter mine.

Unfortunately the 'best' answer is probably locking down just how extreme you can make a ship, either with hard caps or diminishing returns for stacked modules.

prometheusbound2
Jul 5, 2010

FileNotFound posted:

There are massive guides on how to get into Distant Worlds. I love that game but you really need to sink in 100 hours + to just start grasping how the game works - and prewarp start is designed to be extremely punishing (it was only added in an expansion that made pirates a viable faction so yeah ).


Any links to such guides? Distant Worlds seems like an awesome game that offers a unique spin on a tired genre, but its incredibly intimidating.

canepazzo
May 29, 2006



prometheusbound2 posted:

Any links to such guides? Distant Worlds seems like an awesome game that offers a unique spin on a tired genre, but its incredibly intimidating.


This one is the one that gets linked all the time and it's got some good information in it, but there's tons of fluff to go through, this guy on Reddit made a more specific one for a warmongering spider slaver race that follows more or less the same concepts, but just gets to the point - I always liked DW:U but this guide has been the one to finally make it click for me.

Finally, https://www.youtube.com/watch?v=ImB1MBJeGLo this DAS24680 series is pretty good if you prefer a video guide.

Speaking of DW:U, what happened to its thread? Did it get archived?

BrassRoots
Jan 9, 2012

You can play a shoestring if you're sincere - John Coltrane
Yeah DW:U got archived. Was just looking at it because it came up in a google image search. While reading over it there was a goon in that thread who bought DW in 2012 for $120.

I remember getting this game on :filez: when it first came out because I was in highschool and dumb. I'm glad that I'm able to buy it at a reasonable price to repay them for all the time I sank into this game. I think I only ever played about 3 maps but spent at least a good 50 hours play time or more.

The best part is the economy automation. I just want to shoot space guns, not become a trade minister.

Prince John
Jun 20, 2006

Oh, poppycock! Female bandits?

I'm clearly terrible at this game but has anyone run through the campaign yet? I'm in the first stage, 'Secure the Arcea sector'. I've stomped the sector with my fleet and the flagship, and there's just an inhabited but undefended Dominion Prime waiting to be invaded.

The defender power is 43, and a single transport filled with troops has a power of 3ish. I've got nowhere near enough credits to use my biological warfare invasion special and am accruing them at a very slow rate. Transports are likewise taking forever to build. I have all the invasion research for the accessible tech age.

Am I literally condemned to hit 'end turn' 100 times, destroying the one shipyard they build every now and again, until I build a load of transports or amass 500CR or am I missing something obvious? I'd be willing to scrap my fleet to bring my maintenance costs under control and build up some cash, but don't want to screw myself if it's an ongoing campaign and I find myself defenceless.

Prince John fucked around with this message at 20:49 on May 31, 2015

Yaos
Feb 22, 2003

She is a cat of significant gravy.
If they have not patched it yet, planetary invasions are bugged so the attacker will almost always win no matter what.

Scalding Coffee
Jun 26, 2006

You're already dead
I wished they fixed that bug years ago. I couldn't finish the first campaign because some shithole planet has negative chance of winning.

LLJKSiLk
Jul 7, 2005

by Athanatos
You can change your global spending priorities to emphasize military, that speeds up how fast you can build poo poo.

Segmentation Fault
Jun 7, 2012
Make sure to use the govern planet screen on all your planets, and to specialize them for different things. You can get a manufacturing capital together with a durantium refinery in a factory hub (7 hexes together in a clump on a planet) and get production into the 200s. Then just set the military/social slider to 100% military, and congratulations you can poo poo out frigates one per turn.

This also works with research, commerce, and even influence/tourism. Specializing your planets is far more powerful than generalizing them, and combined with smart usage of planet types (low gravity, tidally locked, shielded, etc.) you can churn things out very quickly.

Also don't bother with farms or hospitals unless you have one or two spare spots on a planet.

Panzeh
Nov 27, 2006

"..The high ground"

Segmentation Fault posted:

Make sure to use the govern planet screen on all your planets, and to specialize them for different things. You can get a manufacturing capital together with a durantium refinery in a factory hub (7 hexes together in a clump on a planet) and get production into the 200s. Then just set the military/social slider to 100% military, and congratulations you can poo poo out frigates one per turn.

This also works with research, commerce, and even influence/tourism. Specializing your planets is far more powerful than generalizing them, and combined with smart usage of planet types (low gravity, tidally locked, shielded, etc.) you can churn things out very quickly.

Also don't bother with farms or hospitals unless you have one or two spare spots on a planet.

In some cases, it's better to build a hospital and farm(replace the hospital with a second farm with pop at max) once you have a critical mass of factories, depending on how the planet is laid out.

On DIstant Worlds, honestly I like what it does, all the things that it has, and i've played it with minimal automation, but I feel that it's also a very easy game. Once you get going, and once the game has been going a while, it becomes impossible to lose. The resource system loses all bite as the game goes on, and supply just affects money, which is the only resource that matters. Then you realize money is almost entirely about population and you realize at heart, it's not much different from other 4x games. It also has a bad habit of chugging late in the game, and it has some annoyances like pirates(because there's no good way to automate pirate hunting/protection) so you have to whack-a-mole the pirate bases on planets.

Segmentation Fault
Jun 7, 2012

Panzeh posted:

In some cases, it's better to build a hospital and farm(replace the hospital with a second farm with pop at max) once you have a critical mass of factories, depending on how the planet is laid out.

This is true, especially if you're churning out transports and colony ships from that planet. I just wouldn't make them anywhere near a priority like factories or research labs.

Bug Squash
Mar 18, 2009

Anyone fancy making a new thread on Distant Worlds? What with the sale I think there'll be a fair few people like me that picked it up and don't know what the gently caress.

It's apparently the only decent space 4x on the market so I do want to give it a proper shake rather than bouncing off the UI.

Michaellaneous
Oct 30, 2013

So appearently if you are playing Yor, you can produce more people than your planet can actually hold, without any decay.

Not sure if that this a bug or intentional but it is OP as gently caress if you have a single production planet that ships out citizen to every part of your empire.

wit
Jul 26, 2011

Michaellaneous posted:

So appearently if you are playing Yor, you can produce more people than your planet can actually hold, without any decay.

Not sure if that this a bug or intentional but it is OP as gently caress if you have a single production planet that ships out citizen to every part of your empire.

Pretty sure thats an intentional ridiculous perk of being robots.

Bug Squash posted:

Anyone fancy making a new thread on Distant Worlds? What with the sale I think there'll be a fair few people like me that picked it up and don't know what the gently caress.

It's apparently the only decent space 4x on the market so I do want to give it a proper shake rather than bouncing off the UI.
This seems to be the best review of the game so far. Its like distant worlds, but poo poo. Remember distant worlds? Lets make a distant worlds thread again.

I have not played distant worlds.

Prince John
Jun 20, 2006

Oh, poppycock! Female bandits?

Edit: ^^ Distant Worlds is literally incredible. I used this masochist's newbie guide with all the automation off to get me into it, but it looks like there are some good Let's Plays on youtube. It's an odd game, because it can literally run itself, so you'll want to make a decision on how much leeway to give the AI in running your empire. Too much and it might be overwhelming; too little and you won't feel as involved and committed.

Segmentation Fault posted:

Make sure to use the govern planet screen on all your planets, and to specialize them for different things. You can get a manufacturing capital together with a durantium refinery in a factory hub (7 hexes together in a clump on a planet) and get production into the 200s. Then just set the military/social slider

Thanks - this was the ticket. I wasn't distinguishing between the orange hammer of production and the yellow hammer of social, or realising that shipyard production didn't count as manufacturing! Now I'm churning transports out.

Prince John fucked around with this message at 19:18 on Jun 1, 2015

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes
Was Space Empires V any good? Like was it ever fixed or fanpatched? It and IV are both on weekly Steam sales this week and I already have IV.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
Not sure if anyone has mentioned this yet, but with a custom faction you can fit constructor and colonizer modules on a tiny ship hull, which is as hilarious as it sounds. You get constructors for 38 industry or so, and that more or less trivializes starbase building when you can poo poo out one constructor/colonizer per turn from turn 2 (turn 1 is spent rush buying a cargo hull filled with sensors so you don't need to scout). The hulls have poo poo range and no engines, but if you grab the trait that gives +2 speed and the bonus range trait, you can leapfrog your stuff anywhere with chains of starbases.

To actually make these hulls, you need, ideally, the +20% mass on ships trait, and the trait that gives you research on turn 1. Research the first engineering tech with +1 move in it, then get the specialization that makes support modules 30% cheaper. Spend your excess research wherever you want.

It's an incredibly silly start, and I recommend choosing the starting system with 3 planets, since you can get growth boosting buildings on all 3, and then use the population growth from those to fuel colonizers to everything in the galaxy.

Fork of Unknown Origins
Oct 21, 2005
Gotta Herd On?
Yeah, it's very easy to break the game with custom factions and ships. I guess the answer is the play on higher difficulties where you're having to game the system to compete with the AI but I wish the ridiculous options for ship building were toned down a bit and the AI was capable of doing the same things as the player.

Demiurge4
Aug 10, 2011

I hate that they didn't innovate at all with Galciv 3. They basically went full safety and made a prettier Galciv 2 and added pirates and resources, that's it.

Planet management is still a chore but I actually have a lot of fun with the Yor and their adjacency bonuses stacking. Other races get some of that with the various resource special buildings but nothing like Yor planets can churn out. Planet management still boils down to extreme specialization but the game tricks you into balancing it out with the new special squares. One square bonus is +2 research to it's square and +1 production to all adjacent. It seems like it's a good idea to plop a lab there and surround it with factories but with the way everything stacks in percentages you're still best off putting a factory, duranium refinery or power plant there instead because it'll only get you 3 research points with no bonuses.

The game is far too simple however and really suffers from it. Rock paper scissors has got to be the laziest combat model ever, it was alright in Galciv 2 because that game actually innovated and was fun for its time, but Endless Space tried it and proved it's a dumb model.

It's easy to forgive various exploits like sensor stacking because it doesn't really matter and is easily tweaked. But the combat portion of the game is fundamentally broken and I hate how limited ship design is, especially in the early game. Mass is a silly mechanic to use and I wish they would have taken a queue from Sword of the Stars and used modular designs.

a!n
Apr 26, 2013

Speaking of, how is sword of the stars? I hear it being mentioned here and there, but never really gotten to the meat of it.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

a!n posted:

Speaking of, how is sword of the stars? I hear it being mentioned here and there, but never really gotten to the meat of it.

Sword of the Stars 1 is a decent space game with some unique mechanics, like how each race moves through space differently. It's worth reading about and maybe picking up.

Sword of the Stars 2 is an unplayable, buggy mess that took the worst micromanagement bits of Sword of the Stars and made them central gameplay mechanics that require even more micromanagement. Its only saving grace is that it has a pretty battle system. Avoid the game like the plague. Free is too much to pay for it.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Dirk the Average posted:

Sword of the Stars 1 is a decent space game with some unique mechanics, like how each race moves through space differently. It's worth reading about and maybe picking up.

Sword of the Stars 2 is an unplayable, buggy mess that took the worst micromanagement bits of Sword of the Stars and made them central gameplay mechanics that require even more micromanagement. Its only saving grace is that it has a pretty battle system. Avoid the game like the plague. Free is too much to pay for it.

SotS2 was such a huge let down.Awhile back I found SotS1 and played it, thought "this is really great but could use a modern update" and then found out that a sequel was like a month away. I read all about the new game and got super excited about it. Then it came out and it was so terrible I almost cried.

There were some really cool components, like the differing movement systems, the way armor worked on your ships, and the randomized tech trees, but the rest of the game was unplayable.

DJ Dizzy
Feb 11, 2009

Real men don't use bolters.
Is there a way to use the ship designer, without being constrained by tech and such? Like, if I just wanted to design a bunch of ships or a bunch of ships for a custom faction.

Adbot
ADBOT LOVES YOU

DrManiac
Feb 29, 2012

I got this from the steam sell and I'm pretty overwhelmed. What early techs you should shoot for when starting a game?



Also how does the ship designer work with you research level? For example if I learn how to make improved thrusters do my default ship designs automatically get them?

  • Locked thread