Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 ... 9

Author Topic: Galactic Civilizations III - Released  (Read 14271 times)

Silent_Thunder

  • Bay Watcher
  • World Heavyweight Champion
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #45 on: May 17, 2015, 02:42:37 am »

Just a note, if you need more races to fill out a larger map, there's a custom faction pack over on the main forums. The quality is... varying on them and a lot seem to be the same basic builds, but untill the first post-release content pack adds generated majors, it's the best way to populate a larger map without making your own. That said even if you don't want the custom races, it includes a fair number of fullsize leader portraits (Which I'm 90% sure are renders ripped from other games and/or art student proof of concept renders, but whatever), so it's still good for that.

http://forums.galciv3.com/465323

That said I'm not doing that, I'm just using the largest mapsize from galciv II with a few custom races I made myself (namely recreations of the missing GC2 races that all got genocided in the GC2 storyline). They're probably not well constructed or balanced, but I tired to make their bonuses at least somewhat comprable to their Twilight of the Arnor default builds. It does need some of the portraits from the above pack. I also called the Arceans an Imperium just for the sake of not having repeat government names with the Drengin Empire. That always irritated me in GC2 for some reason as well.

https://www.dropbox.com/s/ts4g57xi5sn642w/GC2%20Factions.7z?dl=0

gimli

  • Bay Watcher
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #46 on: May 17, 2015, 07:19:13 am »

Hm.....http://www.metacritic.com/game/pc/galactic-civilizations-iii

I'm still not sure that I will spend my money on this or not...but according to many sources the AI is weak, and there are other problems as well. I guess I am going to wait and see what happens after a couple of patches. Perhaps it's wise to wait for an expansion even.
Logged

umiman

  • Bay Watcher
  • Voice Fetishist
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #47 on: May 17, 2015, 09:38:56 am »

My complaints about the AI:

1. They don't really seem to give a shit about borders.
2. You can't force them to respect your borders.
3. It seems to think that number of ships = military strength. For example, the Yor I'm fighting has about 400+ ships. I have about 112. In the game's eyes, I'm like a miniscule insect before the Yor. Because of this, the Yor will constantly ask demands like it's the boss or something threatening me with war. What it doesn't realize is that my population is literally 9000% larger than the Yor and I'm completely maxed out the tech tree while they're still basically in the stone age. Also, almost all their ships are worthless craft like fighters whereas all of mine are superheavy dreadnoughts.
4. All the other factions are very angry at me because "I'm pursuing a tech victory". But I disabled tech victories in the game. Also they don't seem to care that I'm slowly consuming the universe in my influence and all their homeworlds are actually in my borders now.

That's about it.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #48 on: May 17, 2015, 01:26:22 pm »

Ugh. I always hated that in GCII. The AI will go to war with you over border violations but completely ignores your borders. I know AI programming is hard and all...but you could at least try to pretend that they don't function with completely different rules than the player.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #49 on: May 17, 2015, 01:28:17 pm »

Actually, there does appear to be some minor aspect of strategy in fleet combat. In the designer, you can assign a role to your ship (Capital, Escort, etc.) that will determine its behavior and preferred targets in combat.
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #50 on: May 17, 2015, 01:43:21 pm »

Ugh. I always hated that in GCII. The AI will go to war with you over border violations but completely ignores your borders. I know AI programming is hard and all...but you could at least try to pretend that they don't function with completely different rules than the player.

After this many RTS game from Stardock that have weak AI, I'm guessing it's just a trait of their (probably Brad's) coding.
Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

gimli

  • Bay Watcher
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #51 on: May 18, 2015, 09:36:32 am »

Ugh. I always hated that in GCII. The AI will go to war with you over border violations but completely ignores your borders. I know AI programming is hard and all...but you could at least try to pretend that they don't function with completely different rules than the player.

After this many RTS game from Stardock that have weak AI, I'm guessing it's just a trait of their (probably Brad's) coding.

Frogboy spent countless hours on the Elemental AI....and it's still mediocre in the latest FE:LH version. Heh.  ::)
Logged

umiman

  • Bay Watcher
  • Voice Fetishist
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #52 on: May 18, 2015, 10:18:03 am »

Someone on Reddit explained this to me:

Quote
Brad actually directly addressed this on the Devstream on May 1st (https://youtu.be/zf2S6JsMUuo?t=4430[1]  ). Basically, borders are not actually borders. They are areas of influence and the borders show the point where either a civ's influence drops below a certain minimum (when it reaches un-influenced space), or when one civ's influence is in equilibrium with a neighboring civ.

The problem is that players want to treat them like territorial borders, and he actually had to code the AI to sort of pretend that they are territorial borders because players expect them to act that way, even though they aren't territorial borders.

In other words, while it's entirely understandable that we as players want to exert territorial control, the reality is that it's outer freaking space, so good luck.

Culise

  • Bay Watcher
  • General Nuisance
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #53 on: May 18, 2015, 10:24:13 am »

To be fair, that's actually how I saw them originally; spheres of influence (hence the influence production of planets) rather than strict territorial borders.  Exerting control over them is an order of magnitude harder even than territorial waters historically were, and those only really became a thing relatively recently in historical terms (at least, at anything more than a cannon's shot from shore, as the old tale goes), short of physically stationing ships all along the border.  But, then the game ends up with Open Border treaties and AI penalties to opinion for trespassing, which it doesn't seem to recognize with the player's zone of influence.  It's just awkward. 
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #54 on: May 18, 2015, 10:30:24 am »

Yeah. Regardless of the intent, the end result is that the AI penalizes you for ignoring their borders while blithely ignoring yours. Go one way or another, Stardock. Halfway just doesn't work well for anyone.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Krevsin

  • Bay Watcher
  • [RAINBOWS:REQUIRED]
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #55 on: May 18, 2015, 11:14:00 am »

Well, the ship editor is just as fun (if not more so) as it was in GalCiv2. I have just spent the better part of two hours designing my first small-sized gunboat. Fun times.
Logged

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #56 on: May 18, 2015, 12:21:16 pm »

Well, the ship editor is just as fun (if not more so) as it was in GalCiv2. I have just spent the better part of two hours designing my first small-sized gunboat. Fun times.
Awesome.
Logged
Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #57 on: May 18, 2015, 01:00:54 pm »

Ugh. I always hated that in GCII. The AI will go to war with you over border violations but completely ignores your borders. I know AI programming is hard and all...but you could at least try to pretend that they don't function with completely different rules than the player.

After this many RTS game from Stardock that have weak AI, I'm guessing it's just a trait of their (probably Brad's) coding.

Frogboy spent countless hours on the Elemental AI....and it's still mediocre in the latest FE:LH version. Heh.  ::)
Man, I remember when Stardock got praises for having good AI in their games... what happened?
Logged
._.

miljan

  • Bay Watcher
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #58 on: May 18, 2015, 02:02:13 pm »

It looks like the game is getting negative reviews as people are updating their older post after the release. The whole first page of most useful are negative.
Logged
Make love not war

motorbitch

  • Bay Watcher
    • View Profile
Re: Galactic Civilizations III - Released
« Reply #59 on: May 18, 2015, 02:48:41 pm »

stupid me. earlier in this thread i posed something like: ai as weak as in gc2 jadijadija.
turns out, i confused gc2 with space empires 5.
i actually never played gc2 i think.
Logged
Pages: 1 2 3 [4] 5 6 ... 9