Brad Wardell's site for talking about the customization of Windows.

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This weekend I will be working on the big update to GalCiv III and GalCiv III Crusade.  My work focuses heavily on balance so if you have any particular exploits or balance issues you'd like me to look into...

1. Post here.

2. Share a save game for me to look at.

You can also join me this weekend on Discord: https://discord.gg/JN2XH6A


Comments (Page 2)
on Sep 01, 2017

Epitheus pollen needs to be less rare. 

We need more administrators.

There are not a lot of administrator techs.

Even if the ai likes you i noticed from the turn time on techs wont give you a deal.

The krynn cleric increases 100% influence per level.

Do you really plan to start the krynn with so many administrators. 

The carbon based need to have farming to be 0.1 per turn food at some point. Otherwise the silicoln have more of an advantage.

Personally 1 think 1 point of production per person is to much cant you see if they would one half instead. 

Not liking some of the hubs. I think their to weak. They were better in the base. I really dont like getting a ship building, or a social hub with only one building. At least those two need buildings. Even going back more like two where you neededto research better as you go. 

I noticed their are no buildings for the thulium resource. There are only 2 wonders, and no buildings for the anti matter resource. There is only one wonder, and no buildings for elurim. I have seen a number of planetary resources that arent being used as resources for anything. There is no point building the kimberlies refuge if you are silicoln.

Pragmatic ideology 50 percent trade value to minors is useless if i cant trade with them. 

I heard that the aquatic trait that has no penalty is overpowered. I heard that the xenophobic trait is overpowered. Possible solution penalise colony modules more. I noticed if you customised your character, and build your colony ship it is better than the iconians can produce. Seems to be problamic with wealthy, and inventive. I heard ancient, wealthy, synthetic are also over powered. Havnt played them just heard.

Synthetic needs more ship construction techs.

Some of the events need balancing with some races like population penalties to yor. 

It would be nice like in the example of engines where if i pick an engine if you remove that choice to pick it again, so i dont waste my time picking something i already have.

In cases of mercenaries, and some colonization events instead od starting me out really powerful let me level up to it. Ie hypergate core start out with maybe 5 parsecs per turn, and maybe working up to 15 per turn after so many levels maybe based on how many turns in the game.

on Sep 02, 2017

The AI fleets like to hang out at my planets just killing the fighter interceptors that automatically spawn, making them no threat.

The AI does not send enough transports into my territory to pose much of a threat, I can leave all my planets undefended even on Godlike with reasonable safety.

on Sep 02, 2017

All these suggestions are for Crusade.

1. The Dread Lords could use a buff, they are not as dangerous as they were in GC2. Also looking in their file I see they use the old tech tree rather than the new one.

2. The UP resolution Interstellar War Fine lasts for 0 turns. Also I think we should have access to all unlocked resolutions as chairman not 3 random ones. And defying a vote should invalided the resolution but the civs that defied should just leave the UP.

3. Since the changes to minors the Malevolent trait Awe 2 is useless now.

4. The shipyard mission Treasure Hunt needs to be nerfed. Tourism and trade routes could use a boost.

5. The construction costs of Train Legion, Recruit Spy and Recruit Citizen could be reduced, while the cost of ships could be increased a little.

6. The projects Aid Economy and Aid Research could use a boost, maybe instead of a fixed reward amount they convert some social construction to which a bonus from research/wealth is added.

7. The AI doesn't use Commanders.

8. Here's a neat trick to teach the AI, you can find an opponent's colonies by following the trail of a trade route.

on Sep 02, 2017

Fix the battle viewer where using custom races/shipsets results in only seeing kinetic weapons animation. (Lasers and missiles still count. You just don't see them)

Fix the resolution in the battle viewer where changing to free move results in ships becoming blurred.

Fix the battle viewer in general. Ships look like they are confused when flying around. Especially in the beginning of a battle.

 

 

 

 

on Sep 02, 2017

I made a mod to address some issues with Mercinaries. Here's the link(ed Aerie): http://www.nexusmods.com/galacticcivilizations3/mods/119/?

Here's the description:

Many mercenaries have bad combat roles. Ships with support effects set to escorts, combat ships set to support etc. This changes many of them to either capital or support. I'd have made more capital but I can't get around the rules that small and tiny ships can't be capitals.
Also, Crusade changes weapons a lot and left the old prototype weapons actually useless. Many merc ships that advertised "powerful prototype weapons" actually had the worst weapons. So I changed the power and/or the resource cost of prototypes to try and restore their old role of powerful but inefficient early-mid game weapons.

The Raptor is an interceptor.
The Nail is an assault. Also gets the correct bonus hitpoints that makes it equal to a medium ship.
The Sabre is an assault.
The Bludgeon is an assault.
The Fist of the Setting Suns is a capital.
The Elembrial is a capital.
The Praxis is a capital.
The Retribution is a capital.
Hivebase One is support.
The Viper is a capital.
The Bitte is support.
Safety In Numbers is support.
The Heptium is support.
The Gestalt is support.
The Erragis is a capital. Also it gives its kinetic damage resistance to the whole fleet as stated in its description.
The Sidrat is support.
The Compact is support.
The Straisor is support.
The Lutitia is support.
The Linked Aerie is support.
The Excruciator is a capital. Also it gets an attack and defense bonus of 25% instead of a flat 0.25 bonus.
The Fissure is a capital. Also gets the logistics reduction it was missing, and an attack bonus of 25% instead of a flat 0.25 bonus.
The Sickle gets an attack, range, and move bonus of 25% instead of a flat 0.25 bonus.
The Collective is a capital. Also gets an attack bonus of 25% instead of a flat 0.25 bonus.
The Helmder is a capital. Also its jamming bonus goes to the whole fleet as stated in its description.
The Shaout gets an attack bonus of 50% instead of a flat 0.5 bonus.
The Hermitage get and attack bonus of 25% instead of a flat 0.25 bonus.
The Cixma is a capital.
The Wraith is a capital. Also gets an attack bonus of 25% instead of a flat 0.25 bonus.
The Pewpewpewpew gets the 100 bonus hitpoints stated in its description.

The Prototype Laser now has 10 power, costs 2 elerium, and is available at Matter Disruption.
The Prototype Antimatter missile now has 16 power and costs 4 antimatter.
The Prototype Durantium Driver now costs 3 durantium instead of 12.

Feel free to make it obsolete.

on Sep 02, 2017

The passive increases to ship range you get from technology seem to be in the wrong order. Not counting the ones from specialization tech, the first two are five and ten, and then one and one. On smaller maps a 15 range bonus makes most life support components unessessary. And by the time the +1 range passive come along you'll likely have dealt with range issues with starbases or bigger ships with more life support and one extra tile of range is trivial.

on Sep 02, 2017

It is important to limit the number of ais that can leave the united planets, so as to not invalidate the united planets.

on Sep 02, 2017

If the AI goes after more anomalies, then we need more anomalies.  They are easter eggs that make the game fun.  With a lot of protected anomalies, there could be a cold war with the AI, fighting with both the AI and the anomalies themselves to get them all. 

On Tiny maps, there are tons of them; but on Ludicrous, there are hardly any as it is. 

on Sep 02, 2017

Hey, how about a capstone tech that gives more admins?

on Sep 02, 2017

I think that ludicrous needs more anomolies to.

on Sep 03, 2017

Out of curiosity, how many lines of code in Crusade 2.33?

 

on Sep 04, 2017

Issues with some tech trees with multiple upgrades is that the first one is a +.1 to base base rate but can only be replaced and the next one is +30% instead. The math there doesn't work out. Just set the higher ones in the tree to +.2, +.3 etc or do what the influence tree does - each upgrade adds the base and a higher percentage.

The trees with issues are the growth rate techs and the tourism techs. The current effect is that replacing the first level building here with an "upgrade" actually reduces the return significantly.

 

 

on Sep 04, 2017

dlapine1

Issues with some tech trees with multiple upgrades is that the first one is a +.1 to base base rate but can only be replaced and the next one is +30% instead. The math there doesn't work out. Just set the higher ones in the tree to +.2, +.3 etc or do what the influence tree does - each upgrade adds the base and a higher percentage.

The trees with issues are the growth rate techs and the tourism techs. The current effect is that replacing the first level building here with an "upgrade" actually reduces the return significantly.

 

 

Fixed

on Sep 04, 2017

If we are moving to a 1:1 population production model, the synthetic races are going to be left in the dust. Recommend decreasing their robot production task time. If v2.5 will require durantium please consider what happens in galaxies where durantium is not present. (Perhaps a regular make-robot task and a turbo version that uses durantium).

on Sep 04, 2017

leiavoia

If we are moving to a 1:1 population production model, the synthetic races are going to be left in the dust. Recommend decreasing their robot production task time. If v2.5 will require durantium please consider what happens in galaxies where durantium is not present. (Perhaps a regular make-robot task and a turbo version that uses durantium).

Already done.

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