[quote who="Achronous" reply="2" id="3452983"] Probably Frogboy [/quote] Our Frogboy ... I'm pretty sure ... isn't the Frogboy on Steam. Draginol on steam doesn't have that achievement, so its not him. Maybe whomever is GC3's appointed Steamworks integration specialist got it for testing.
Chibiabos
Disconnects left and right >_ One badly needed feature: In-game chat.
Welcome to club "Not Having Fun Playing GalCiv3 Alpha!" :)
[quote who="ParagonRenegade" reply="11" id="3454157"] Quoting Chibiabos, reply 10 Just to increase our narcissism even further, how about making the one achievement Elite Founder, achieved by participating in the alpha. That's a disturbingly self-serving goal man! <
Just to increase our narcissism even further, how about making the one achievement Elite Founder, achieved by participating in the alpha. :P
We should maybe do all typos in one thread. To start: "Anti Mater Containment" (technology name) s/b "Antimatter Containment"
[quote who="Replicators" reply="12" id="3454147"] A weird thing I've noticed is when the fleet has a fleet within it...[/quote] You might be confusing a fleet with stacked ships/fleets.
I've seen others post a few bug reports with bugs that go away upon save and reload, and I have found a few as well -- one ship will join another ship to form a fleet of 2, but I am unable to get more than 2 to merge to a larger fleet even when there is Logistical Slots room unless I save and reload; ship/fleet commands disable (the 'Command' greys out and Guard/Sentry controls are thus unavailable) after a save/reload. I'm no expert by any means, but I think these see
I think 1920x1080 (1080p) is the most common display resolution for most of us, but at this resolution the planetary build queue gives the uneven effects above (the number 11 in the turns-to-build has the main vertical shaft of the second 1 in the numeral 11 thinner/much less visible than the first 11). Is this w
[quote who="EvilMaxWar" reply="9" id="3454120"] To op and others, currently in the Alpha it appears that the little ship icons in the the Fleet/stack selection panel DO NOT allow you to select the units. Intuitively you would think that it works that way but it does not. I know because I had the same problem as OP with what I though was the wrong ship moving. It seems that currently those icons only serve for grouping purpose. I actually reported that in my List of annoyances <br
[quote who="Chibiabos" reply="8" id="3454117"] Similarly, I can't seem to get more than two ships to form a fleet even when I want them to. :/ Cutters seem to only use 2 logistical slots; with 10 logistical slots available to assemble a fleet, I should be able to put 5 cutters in a fleet ... but only two will auto-merge to form a fleet, and I can't seem to find a way to do it manually; Fleet 'Manage' is entirely unpopulated (doesn't even seem to list the two sh
Similarly, I can't seem to get more than two ships to form a fleet even when I want them to. :/ Cutters seem to only use 2 logistical slots; with 10 logistical slots available to assemble a fleet, I should be able to put 5 cutters in a fleet ... but only two will auto-merge to form a fleet, and I can't seem to find a way to do it manually; Fleet 'Manage' is entirely unpopulated (doesn't even seem to list the two ships that are in the fleet, and I can't see how to
AI also doesn't seem to build hardly anything on its planets, even its homeworld. I have a lot of planets, all tiles filled on them, and yet the AI's homeworld had only a couple of improvements, most of its tiles are empty. Again, "Not Fun." :P AI is one of the last things to get implemented, I think, as I said -- after basic systems that essentially set the rules for how production, research, combat, etc. works. AI can't be programmed to intelligently use
Hopefully this isn't disallowed. :) I figured if "Let's Play" videos are allowed, so too could be a simple post. If this isn't kosher, my apologies. Just some tasty tidbits (some differences between GC2 and GC3, not bugs or glitches, but currently implemented though, of course, subject to change or removal) for those who haven't bought in as Elite Founders that I (as an Elite Founder) have found while trying out the GC3 alpha.
[quote who="DodgingRain" reply="4" id="3454009"] There needs to be a formal list somewhere of what items are planned so we have some clue what to comment on.[/quote] I thought the same thing, peeked about the forums and found exactly that. :) Galactic Civilizations III Alpha Mini Manual - https://forums.galciv3.com/452714
When I moved a ship to join another ship and form a fleet (not necessarily the trigger), the 'Command' control disabled, preventing me from issuing a 'Guard', 'Sentry' or other command, forcing me to move or pass to clear the 'Idle Ship' end-turn-blocker. I saved
I seem to recall someone reporting something similar about a 101%, but haven't been able to find it. I realize this is an alpha, likely all techs will get heavily reworked, but my thinking in reporting it is hoping the tendancy in whomever entered the data of the effect for the tech can watch out for repeating the error in the future which I think would be helpful when the techs are more fleshed out.
Would also be nice, in general, if the next idle ship get auto-selected once you have exhausted the movement points (or Passed) for the currently selected ship.
Wow ... are you a professional Beta tester by any chance? Very big kudos to your organization and documentation.
I do get a bit of selfish pride, my long-time steam friends whom I haven't heard from in awhile suddenly popping in messages of "Oooh!" when they see I am playing GC3 alpha. XD Vanity? Moi? XD
While single ships have movement points displayed on the information tab, showing how many movement points the ship has out of its maximum to use this turn, fleets do not and I have to mouseover a fleet to see how many movement points it has remaining.
Ranges were quirky in GalCiv 2. When you got the hang of them, you could set certain destinations when your ship/fleet started at the edge of your allowable range, and in certain situations your ship/fleet would fly many turns outside the range of your fleet before turning toward its destination; GC3 seems to be similar in this regard.
Its alpha, so yeah, AI isn't really implemented yet. I'm only a fan of game development, I don't have much technical knowledge, certainly not of strategic timing as technical expertise in when things are done in what order, so take my thought analysis on it with a grain of salt, but it would make sense to me to hold off on trying to write the code for AI until the basic rules and systems of gameplay are ironed out and stable. In alpha, things are bound to change from
[quote quoting="post"] I really am hoping that the design team for this game are looking at these posts and adjusting the game with the information from all the people testing out this Alpha version. It would be nice to see some replies from the actual design team replying to our posts and interacting with the communities and working together to help create the game with their Fans/Alpha Testers. Just a thought. [/quote] They already have replied to s
I have an FX quadcore, and the game is gouging my performance, completely swallowing one core, more than half of a second core and making the other two cores twitch a lot for a 50% or so total CPU demand and some 3.8 of my system's 8 GB of RAM. Creating a new map takes quite awhile, and frame rate isn't grand even after a new map loads.