Definitely missing the key Mercs files. Though some of the English XML files are in. From a very quick look I can see it looks like we're getting 4 new race abilities and that there appears to be 20+ mercs per tier (of which there are 3).
The_Last_Jedi
The Arnor, commonly just called the Precursors, were a race that inhabited the galaxy before the majority of the other races ventured into space. They had a minor schism, which lead to a civil war with the bad faction becoming known as the Dread Lords, which is a name that comes from the Iconians due to their role in given the Yor (corrupted?) sentience. The Dread Lords were the ones that uplifted/created the Snathi in the first place to use in the war. The war ended
[quote who="Taslios" reply="59" id="3618314"] I'd personally rather it be early next year then be released and unplayable... I suspect they found something that wasn't quite right and are working to fix it. [/quote] Stardock hasn't been great at hitting its initial release dates for GC3 (have they hit any?), but early next year for the beta for Mercs would really be slipping! The question with the beta as
^ Carrier fighters were taking 3 turns to be replaced the last time I bothered to take any notice.
I'm going for a six: Thursday 11th Feb, 3PM EST
I wonder if Paul ended up making the Torian's use water tiles, which he talked about looking into in one of the streams.
If you can re-run the battle check that those range figures are correct. Also check the battle log to see who fired first. Missiles travel far slower than beams and kinetics in the viewer (damage is done when the weapons is fired so it shouldn't matter) it might be a bit of an optical illusion that the Drengin are firing first as they appear to hit immediately while missiles can take several seconds to reach their target. It still could be the viewer that is the issue.
[quote who="Chibiabos" reply="69" id="3616929"] I find it very annoying that some ships appear on the battlefield within beam, sometimes seemingly even kinetic range. :/ That nerfs missiles, their big advantage is their range, but in too many combats, ships start out within beam/kinetic range. [/quote] That is probably because the enemy has taken range boosts and your missiles aren't the longest range weapon in the fight anymore. Another thing is the ships
^ From one of the gaming sites Wardell mentioned that initially there won't be any workshop support for the Merc system, but they hope to add it down the road. From the same article it sort of answered my question. My initial thoughts were it was just a fixed list so I was wondering if there would be a UI restriction to adding more to it. However, instead of a fixed list the merc list is cobbled together at the start of the game from a pool of designs. In theory
In the interview Wardell stated that due to the way some people responded to the planetary wheel changes they are not gun shy about making major overhauls to existing systems in the base game. As a result they have decided that invasion won't get a look in until a standalone expansion that is probably coming in 2017, which would explain why it is no longer on the roadmap for vanilla GC3.
Will the mercs be modder friendly? Will we be able to add more on top of the base ones or will it be restricted to switching them out? On the roadmap you've listed 1.6 as "hoosekeeping", can we get a better idea of what to expect from the patch.
Is this a MP thing?
Someone brought this up on Steam so I thought I'd add it here. Starbases show kinetic weapon effects regardless of the weapon firing. Shipyards show missiles and kinetics, but not beam effects. The weapons work, they show up in the battle log and do degrade defences and take away HP, so it is a graphical issue.
They are less so than before, mainly because they don't replace lost fighters immediately, it now takes 3 turns. Apart from that they still have the same big advantages as before since the fighters don't cost anything to build or upgrade and way combat is designed so ships can't multi-target. You can't control fighters or any other ships in combat. You can't redesign fighters in game. The only way to do so is to mod the XML files.
If you're planet can't maintain high/max approval on its own economic starbases will help in your defence by boosting your morale and therefore your approval. You can get up to 25% bonus to resistance through high approval. All I think military starbases can do is boost any defending ships.
Looks like they didn't update the patch, but rather pulled it while they fix whatever the issues are.
[quote who="a0152570" reply="2" id="3609936"] 2) Clarity in defining what abilities adjacency bonuses potentiate.[/quote] Under the name of the improvement it lists what type of improvement it is, which is what type of improvements it will get adjacency from. [quote]Hives and Durtanium refineries both give +4 raw production, yet Hives get +% bonuses to raw production from adjacency while the refineries get +% to manufacturing.[/quote] I agree this is odd. Th
Yep, a new faction that is at war with everyone that you can't diplo. I can't remember much of their tech apart from they don't have carrier tech and I think they start in the Age of War or at least can have it unlocked immediately. They also have a crazy number of +2 traits. If they spawn far away I guess you have to rely on the AI to keep them in check.
The road map on Steam has been updated and 1.6 is now listed as "Starbase micro update". I'm a bit confused what that means. Does that mean you're not doing a new starbase system as listed here, but just improving the current system, therefore a 'small' update? Or is it a new system and micro is just short for micromanagement?
Not sure about the Artifact question. The XML suggests it only goes to AI majors and not minors or the human player. Could easily be wrong about that though. The Peacekeepers just spawn in a a ship for each hull size and attack only those at war. Unlike the Dread Lords they don't have a planet or can take any planets. They also lack shipyards and can't expand their numbers, which also makes them different from the Space Monsters and pirates. They
So the Korx are the other race we're getting back? I could have sworn in the last dev stream Paul said "Torian and Arcean". Probably wasn't paying enough attention.
Frogboy, you stated there would be no beta test because you can't EA a DLC, but couldn't you do a faux EA by just doing what you've been doing with DLC and giving it to Elite Founders automatically and then just putting it up for sale when the release date comes along? I'm sure I've seen companies put up pre-purchase free DLC up for sale well after launch on Steam, I'm assuming this wouldn't be any different from that.
Thought I mentioned it above, but Coercion also isn't in the Raw Production Tooltip. Even more confusing is that the Raw Production number on that planet doesn't change outside the flow on from any drop in approval from coercion. You do take the additional hit though as the production split numbers don't add up to raw production when you have a Coercion penalty. So it works, it just appears that coercion has a very minimal impact (to no impact if your morale is s
Could it be that the long resistance to the calls for TC might be breaking? Though "Combat Control" is vague enough that it could be all front end stuff still. Interesting though.
So we're not going to get a proper invasion system until 2017...wow. Not only that, but it isn't part of the base game but will be sectioned off as part of a standalone expansion. Brad was right, it is not something I'm terrible pleased to hear.