TheMathKing

TheMathKing

Joined Member # 4137937
0 Posts 4 Replies 180 Reputation

Apparently, you have to go to that discord chat and beg for a beta key, at which point Brad will randomly PM you a key. I was told by some of the people there I was "not popular enough" to get a key too. I suppose they believe that we are "not founder enough"?

25 Replies 106,277 Views

I tried it again, but on my laptop instead and the same issue happens! Unplayable on two systems. I have created a second ticket for the laptop and attatched the dump files and all that.

19 Replies 9,334 Views

I also cannot start a new game. I have tried re-installing from scratch and creating a new race instead of using races I made from previous versions. Crashes on making the map.

19 Replies 9,334 Views

In response to admiralWillyWilber. 1): Definition of crews: This was inspired by a game I played called Startrek Armada 2. In that game you could fill your ship with crew and as the ship took on damage, etc, the crew would die. You could beam out the crew and put them on new ships. They would basically represent a normal unit, except you c

36 Replies 37,495 Views

I've mentioned this before, but the more ways we can customize our game the more we'll love playing. Finding things for us to invest in, which ultimately leads to victory in some way, is what I'd like to see. Here are some ways we can customize and things we can invest into: 1):Detailed Unit Skil-trees (Crews?): The units are how we get to directly interact with the the rest of the world. By making units more customizable and specialized, they can do what

36 Replies 37,495 Views

I think it would be nice to add a new feature for us to invest into for a colony. This would allow each world to be more unique. Some ideas I have on this are below: 1): Social: Investing on this will perhaps create specialized citizens that can give unique bonuses to the world, such as bonuses to ships produced or the ability to build a unique building, or access a type of research normally unavailable. The idea behind this is that the citizens, if supported by the state properly, ha

101 Replies 73,303 Views

My love of this sort of thing started with Alpha Centuri, which led me to Galactic Civilizations 2. I've been playing that game for years, and got into Elemental War of Magic and Fallen Enchantress. While I watched those games develop, I always felt that GC2 was a superior game. (Alpha Centuri is probablly equal to GC2, just much older). I cannot wait for GC3!!!!!!!!!!

81 Replies 316,183 Views

Love the idea! Giving a quest or even some challenging path to rehabilitation would drain your empire\kingdom's resources and time, but will contribute to making injuries less likely for us to reload our auto saves. I'd be willing to keep my character's injuries if I can have a hope of fixing them at some point, and it adds another degree of freedom for the game play. Maybe there is some technology or quest that we could invest in to make injuries less s

46 Replies 117,801 Views

[quote who="CHiZZoPs" reply="3" id="3091177"]It'd be nice to be able to manually lay down the path, too, which would require that feedback before movement.[/quote] I think that this is even better! Maybe both ideas could be implemented? I find I load my auto-saves frequently because my units don't behave in the way I want them to. More control is better!

9 Replies 4,977 Views

Another bug I found happened occured in a sequence of events, so I'll report the entire sequence. Big war all over the map, then one of my pioneers gets attacked by a deadly opponent. I auto combat and the pioneer survives with 1 hp and I can move her still, so I do. Next thing that happens is the end button can't be used and I gotta alt-tab out.

0 Replies 1,633 Views

I found that some monsters (Forsaken Martyr and the big Bear that looks like a wear bear) will move then the entire program becomes unresponsive (task manager says so) for about 2 minuites then an attack animation happens. All other units will work fine, but always these two units so far.

2 Replies 2,717 Views

Responding to Burress and his idea about AOE spells being too brutal for the players. I think I'd agree with him, maybe we need spells to help protect against the map based spells the AI could potentially use?

102 Replies 312,454 Views