1Wildcat

1Wildcat

Joined Last seen Member # 3594241
1 Posts 21 Replies 514 Reputation

This is the kind of stuff I've been waiting for. It gets old playing the game time after time when the only way the AI is any good is because the deck is stacked in it's favor and it still only churns out simple ships and fleets. I did expect more tactical surprises from GCIII. This might be part of the out cry to have the multi-player in GCIII. They were looking for a more unpredictive opponent. Thanks Stardock for continuing to improve this game.

31 Replies 341,396 Views

Sorry about not replying properly. I think software developers in general do a sloppy job of turning out a product. It seems like more and more they are to busy just getting stuff out the door so it will start making money. It's too easy to just "update" or "patch". Before everything was downloadable over the internet products seemed to have quite a bit more polish, because you could not simply "patch" things over the internet. Some might interject

139 Replies 615,174 Views

[quote who="implodinggoat" reply="19" id="3660239"] Is there any way you could make it so that we can queue something to be built on top of tiles we terraform, so that when I queue up a tile to be terraformed I can queue up what I want built on the new tile too. [/quote] Wanted this for a long time too. I second this.

27 Replies 213,888 Views

One flaw I have noticed with the AI is the fact that the more dominant factions do not gobble up the weaker ones like they did in GalCiv II. Oh sure, they go right to work on destroying all the minor races that are close, but not the other more dominant AI civ's. They will by pass weaker factions between them and I, not bothering to attack just sail through and go to war with me. I doesn't make a lot of sense. An evil race by passing a good r

53 Replies 356,804 Views

I think tech specializations was one of the more "original" ideas that GCIII had over the previous games. I like it. You can't have it all in life. The different specializations are different strategies. This is STRATAGY GAME. I don't know why this is such an issue. And yes I have used different mods to play around it on occasion. As for the food issue. Some planets are not going to be able to support as many peop

53 Replies 356,804 Views

Totally agree with you Frog. I don't think the game should have been released without all the things you are talking about. Have been disappointed with it for a long time because of the lack of features the previous games had. Maybe you should address some of the other issues people have been trying to solve with mod's; i.e. Insane/Abundant research. Like to see some original features that none of the Gal Civ games had before. Like I thought the Mercenari

53 Replies 356,804 Views

Tried to make a custom tech tree. Just wanted to change some names. No new techs. Made 3 new files and put them in a mod, TechSpecializationDefs.xml, TechDefs.xml, TechDefsText.xml. Put the first two in the Game folder and the last one in an English folder. Game crashed on starting and new game. In a last effort put them into the regular game files. Still crashed. Redid the files a couple of times looking for errors. Same thing. Can

2 Replies 8,108 Views

Was playing a single player game and decided to make a quick dash to TAR. Got there and found I did not have to take out neutral ships inorder to colonize planets. Stopped making war ships and went to making scouts and colony ships and ramped up my colonization rate. After awhile it got boring real fast. Thought what a pointless game, no challenge. Then realized how much this ability would imbalance a game or make everyone in a multiplayer game want to be the sam

15 Replies 20,250 Views