[.70] first thought

just downloaded and installed .70 crashed after about 3 turns on immense map - this may be hardware issue

the first thing i noticed is the old yor assembly (modified) seems really overpowered

previously it did .2 X (some derivation of your manufacturing) minimum .2 per turn as long as you had some manufacturing

now it does 1.0 per turn minimum. with assembly

this means first turn i can set my homeworld to 100% manufacturing, 99% military; and pump out a colony ship every 3 turns with 3 pop, and send it off to colonize new worlds, set them to assembly for the first 5 turns after landing and those colony's will each have 8 pop.

13,886 views 7 replies
Reply #1 Top

Wow, that is a bit OP. 

Reply #2 Top

I'll add to your post :)  

  1. Immense maps work fine for me, uses approx 6 GB of memory usage which is fine :)
  2. Big problem with galaxy settings...
    • Stars are fine no problem with number of stars :)  (that's the positive)
    • Habitable planets (abundant) 3 planets near the first 10 stars I found.  Pathetic no multiple habitable planet star systems.
      • Galactic Civilizations II would have several multiple habitable planet systems around the home world.
      • Galactic Civilizations III galactic settings are poor in relation to Galactic Civilizations II.
    • Extreme Planet Frequency (abundant), at least this matched habitable planets with 3.
    • Precursor Relic Frequency (abundant), none found so far near my system, although I could expect to see 1 most likely not 2. (I don't have a huge problem with this as long as they are commonly found)  This, however, is in huge conflict with Beta 3 where I could find them fairly quickly.
    • Anomaly Frequency (abundant) feels this needs tweaking especially on immense galaxies as I would have to still search for them.
    • All in all it appears that the numbers don't scale so even though I have a larger galaxy I have the same number of resources/anomalies/Relics/Habitable planets as the smaller galaxies.
  3. Galaxy feels empty in relative to previous builds or Galactic Civilizations II.
  4. Bugs or cosmetic issues.
    • Game crashes on immense when attempting to reveal `fow.
    • Research screen appears empty.  (Doesn't stay along same path after research complete see examples)
      • Researching down the Food tree under technology once completes and I go back in, pulls up industry tree by default.
      • This should default to the same line you were in so you can choose the next if you want.
  5. Likes (loves)
    • The Ideology screen. (Everything is great)
    • The race pop-up at the begining of the game.
  6. Pre-existing issues from previous builds...
    • The Altarian star system still has two planets named Po.
    • Game is still unstable.
Reply #3 Top

Quoting Seilore, reply 2

Game crashes on immense when attempting to reveal `fow.
End of Seilore's quote

ive experienced this as well and had a strange glitch with stars (i think) on a map

i started a map and had this pop up

 

zooming in one level showed this 

the same space but now the sun like orbs are gone and no indication that stars are there using FOW caused the game to crash so im not sure what was there

Reply #4 Top

I too saw the glowing stars with immense & loose clusters.  Potentially relevant hat I had a game w/ tight clusters, went to main menu> spiral>bleh>loose clusters.  

Reply #5 Top

I don't want a game with fewer planets per light year than galactic civilizations two. I like a I of of habitual planets on the game extreme, or not. What I was saying is that what I would like to see is when I pick tight clusters that there were just as many stars and planets as loose or scattered. In order for this the map would have to change size for scattered, tight, or loose clusters. What use is a bigger map if there are very few planets I can find. This defeats the purpose of bigger maps.

Reply #6 Top

Quoting admiralWillyWilber, reply 5

I don't want a game with fewer planets per light year than galactic civilizations two. I like a I of of habitual planets on the game extreme, or not. What I was saying is that what I would like to see is when I pick tight clusters that there were just as many stars and planets as loose or scattered. In order for this the map would have to change size for scattered, tight, or loose clusters.
End of admiralWillyWilber's quote

Exactly and that's not what I'm seeing to this point, I'm seeing less habitable planets in abundant BY FAR!! compared to Galactic Civilizations II.  Right now there is no comparison.  What I would imagine is abundant means an average of 2-3 planets (habitable or extreme) per star.  Now I know that can't happen in every system but that's why you may have 1 system with 4-5 planets that are habitable or extreme and 1 or two systems with none depending....

Edited the above post to note that the Altarian Home system still has 2 planets named Po...

Reply #7 Top

Quoting Seilore, reply 2

Habitable planets (abundant) 3 planets near the first 10 stars I found. Pathetic no multiple habitable planet star systems.

Galactic Civilizations II would have several multiple habitable planet systems around the home world.
Galactic Civilizations III galactic settings are poor in relation to Galactic Civilizations II.
End of Seilore's quote

I noticed this and played with settings on several start ups. Keeping stars, planets, habitable planets, and extreme planets at abundant, I turned down asteroid and resource frequency to uncommon/rare, and I had significantly more habitable and extreme planets. I didn't notice a big difference between a resource frequency of uncommon vs. rare, but with it set to at least uncommon, the percentage of stars without planets went from about 65-75% down to about 50%, and there seemed to be more frequent groups of habitable planets instead of a single planet.

To give some real numbers:

In my first game (with asteroid and resource frequency at common), I had explored about 35 stars in the first 50 turns, and 24 had no habitable planets (69%). The total number of planets I had discovered was 9 habitable (0.25 per star) and 4 extreme (0.11 per star). This means I discovered about 1 habitable planet every 4 stars, and one extreme planet every 10 stars. This was not fun.

With asteroid and resource frequency set to rare, I had explored about 50 stars in 60 turns, and 28 had no habitable planets (56%). The total number of planets I had discovered was 19 habitable (0.38 per star) and 12 extreme (0.24 per star). This means I discovered abut 1 habitable planet every 3 stars and 1 extreme planet every 4 stars.

So with asteroid and resource frequency set to rare, I saw an increase of roughly 50% more habitable planets and about 120% more extreme planets.

I've started about 10 games and played them out to turn 50 or so, and this has been pretty consistent, though there aren't always so many extreme planets relative to habitable planets.

So, the bottom line is that the number of habitable and extreme planets seems to be directly linked to the frequency of resources and asteroids.

Not sure if that will help... I may have just been getting lucky. But maybe it's something to try...