Keep an eye on the founder's vault

I'm going to be putting a lot of inside the sausage factory stuff in here this week.  Please do not repost what I put in there. :)

5,853 views 63 replies
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Also, to respond to the topics I post in here, just refer to me by their topic #.

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It's April Fools... what are we watching for? :grin:

Reply #3 Top

There better be Altarian on Drengin action in there when I go!

And if this turns out to be a joke...

 

THEN YOU WILL OBSERVE THE FULL FIREPOWER OF THIS FULLY ARMED AND OPERATIONAL BATTLE STATION

Reply #4 Top

Looking forward to it, really enjoyed the last couple of things added, very interesting reading.

Reply #5 Top

Quoting Frogboy, reply 1

Also, to respond to the topics I post in here, just refer to me by their topic #.
End of Frogboy's quote

I'm confused by this response. Specifically the topics you post in this thread, forum, or vault. I've not a lot of sleep of late (kids being sick). I don't recall the vault having topic #, per se. Can't wait to see the next iteration of the alpha.

Reply #6 Top

Is there a way to post stuff that only founders can see?

and he means when you mention something from the vault on the forums, use the number of the issue. Like 1-B

 

DARCA. ;)

Reply #7 Top

Added some items.

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I'm reading over them now! Some awesome stuff in here. I need a few to digets all this juicy info :)

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Frogboy just to clarify your position. Are we allowed to discuss the contents of the documents? I'm just not clear on your statement on 'do not disseminate'.

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Both things today sounded really nice.

 

 

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Quoting Alstein, reply 10

Well, the one file I read sounded really nice and hopefully it implements as well as it sounds.

 

The other file was garbled.
End of Alstein's quote

Add the .docx extension to the 2nd file and it will open in Word

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You're welcome e to talk about the topics. I just don't want to be quoted.

Reply #13 Top

I made a good read of topic id100, I like how various choices impart different types of game strategies, this should make for some interesting planning and decision making in the game.

 

I have a couple remarks though.

-The bonuses that are applied to the first worlds: Does that mean first in rank ( quality or population? ) or first colonized? 

If means first colonized I think this might turn out to be annoying during play. The reason is you would want those bonus on your best planets more likely, which might not be your first ones.  I think this would result in players postponing their expansion until they find very good planets. And sometimes they might not find any that they like enough and they will end up screwing their games due to not having expanded fast enough.

Or alternatively they would colonize a crappy planet, then find an awesome one the next turn and be like : X(

 

-Also: Sounds like some of those options would not be very useful in Multiplayer. Like +1 diplomatic relation might impress an AI but won't do much  against a human bound on destroying you.  But those kind of options are pretty evenly distributed in the progression so this might not be an issue as you could likely skip them and still move up the levels.

-Also, I think the perks that force peace treaty for X turns or forces others to not attack you for X turns could be used in very annoying ways in multiplayer. Provided that it works against human players and not only AIs of course.  Still, would be willing to give those a try in Multiplayer, might not turn out so bad. Sometimes its hard to judge properly without trying first hand how it plays out.

 

Reply #14 Top

Item #1 - I love it! squeeee!

Item #2 - Some interesting ideas. Some balancing would be needed per map I would say for certain items but I love the concepts.

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Fantastic. Very positive about one, cautiously optimistic about the other. And I was expecting April Fools stuff so very, very pleasantly surprised by both.

Reply #16 Top

Very impressed by what I read, especially 'SY100'...honestly didn't think that a drastic change like that would be implemented but really liked the changes and their implementation within the game.

 

'Id100' also sounds really great, loving the impact that those trees could have on how a game plays out, can understand a lot more why Stardock is considering it such a key part of game now.

 

I was wondering what, if anything, is stopping a player from using all the different trees at once? I think it would make much more sense to adopt a system like the Social policies in Civ V and try to force some specialization. Would also make interactions between different civ's more interesting if their choice of ideology was surfaced.

Reply #17 Top

Topic SY100: Excellent. Cannot wait for it. It sounds really interesting and with tons of potential. Please, add visual help like with the asteroid fields of GalCivII sending resources to a planet.

Topic id100: Still studying it. If we can delay buying ideology ranks (currently not an option), some of those listed options are legendary. Like Belevolence L4.4.

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Planets should be able to build scouts, survey ships and colony ships imo; non-combat ships should be an exception, not just constructors. 

At the least, give us a starting constructor so we can build a shipyard on turn 1

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Quoting ParagonRenegade, reply 19

Planets should be able to build scouts, survey ships and colony ships imo; non-combat ships should be an exception, not just constructors. 

At the least, give us a starting constructor so we can build a shipyard on turn 1
End of ParagonRenegade's quote

We should be given an initial starport, much like now. The location would be the only difference.

Or so I hope...

Reply #20 Top

Does "in here" mean this thread, the Home > Galactic Civilizations III > GalCiv III Founder forum, or anywhere on the forum?

Reply #21 Top

Topic id100: Looks interesting. Pragmatic stuff seems a bit 'meh' at first glance though.

 

Topic SY100: Worth testing & balancing as it is IMHO. Maybe add: unarmed ships in orbit cannot defend the planet.

Reply #22 Top

<<snip>> sry


if needed i can send it in a mail 

Reply #23 Top

topic sy100

 

As one who was skeptical about single queue and not getting better about it with alpha experience, I welcome the concepts.  This is what I was looking for, GC2 concepts given fresh twists.  Thanks!

Reply #24 Top

Quoting Nukar, reply 17

Colony and troop ships must land and get filled / unload on a planet
 
End of Nukar's quote

 

That would add a bunch of micromanagement that isn't really needed. If planets can ship resources to the shipyard, why wouldn't they be able to ship people to the shipyard?

 

Ofc then it would kinda suck for the people who get affected by the % distance penalty. :P

 

 

 

 

 

Reply #25 Top

Big fan of Topic SY100

 

General Questions/Comments

1) How will population be allocated for colony ships (from the larger planet, just appear, picked up (i.e. Nukor's suggestion))?

2) I like Nukor's suggestion about planets only being able to build shipyard modules.  This will also reduce starbase spam.

3) Wintersong's suggestion of being given an initial starbase is excellent. 

4) Will you be able to disrupt these supply lines?  For example, if the Krynn are between the Drengin and Terrans, the Drengin build a starbase near the Terran territory, could the Krynn destroy the supply lines to the starbase coming from Drengin if they couldn't not destroy the starbase itself.

 

Drengin Krynn Terran
     
     
     
    Drengin Starbase