WIllythemailboy

WIllythemailboy

Joined Member # 2424203
3 Posts 766 Replies 3,210 Reputation

[quote who="Gaunathor" reply="34" id="3443873"] Quoting WIllythemailboy, reply 33Frogboy has said that planetary output (research, production and money) are going to be directly related to population. Structures are going to be giving percent bonuses on top of that base rather than giving fixed output per building. I can foresee some really cheezy 30+ billion planets cranking out ships absurdly fast if they remove the primary control factor on an individual planet's population.<br /

65 Replies 111,355 Views

Frogboy has said that planetary output (research, production and money) are going to be directly related to population. Structures are going to be giving percent bonuses on top of that base rather than giving fixed output per building. I can foresee some really cheezy 30+ billion planets cranking out ships absurdly fast if they remove the primary control factor on an individual planet's population. The colony control topic is in the founder's forum, so you may not be able to s

65 Replies 111,355 Views

[quote who="jirkaesch" reply="17" id="3443481"] Quoting Frogboy, reply 1 The planet economy is more sophisticated, we got rid of the ambiguous morale system and replaced it with adjacency bonuses. What? NO MORALE/APPROVAL?!? You mean the inner weakness of the big empires is gone and in Galciv future every inhabitant is content? I will reserve my judgment for the final version, but this makes me rather

65 Replies 111,355 Views

[quote who="EvilMaxWar" reply="11" id="3443343"]Fine if you use the Unhabited/enemy planet sorting option but personally I never really found any use to it, except maybe in early mid game as a lazy way to find uncolonized planets. But it seems we play the game much differently, interestingly. I am curious as to what is this extensive use of those options you do.[/quote] Sorting by planet quality to prioritize colonization. Sorting by habitability to prioritize colonization by sector (

65 Replies 111,355 Views

[quote who="InquisitorFelix" reply="12" id="3443262"] I ended up just imagining the "BC" stood for "Billion Credits" and it immediately felt more natural to me (However, it did make the scientist finding 1bc on a table even somewhat odd in comparison).[/quote] That is what BC actually stood for, and that event was quite nonsensical due to that fact. [quote who="Frogboy" reply="8" id="3443233"]For example, I would LOVE to have a system where we are free to have the population o

105 Replies 99,710 Views

[quote who="EvilMaxWar" reply="9" id="3443295"] Quoting admiralWillyWilber, reply 8 I have to say that I do the reverse while I use the Planet/ship tab; because it is better to my opinion on changing the build Ques for my whole empire. Quoting InquisitorFelix, reply 6 I wonder why you say that, I find the complete opposite. In fact there is no advantage to the Ship/planet panel Vs the Colonies Tab which give you all the same options along with mo

65 Replies 111,355 Views

[quote who="Frogboy" reply="1" id="3443150"]The UI in GalCiv II is pretty dated, GalCiv III has a really good tool tip system that gives you a lot of helpful information.[/quote] One issue I've had in other games: sometimes tool tips can be TOO "informative" - the text that comes up is useful, but covers other potentially useful information onscreen. I'll be sure to whine about it when it becomes a problem, but is there a proactive way to address this sort of issue? Maybe desi

65 Replies 111,355 Views

[quote who="Starchaser12" reply="23" id="3442824"]The point to them being called 'left handed' and 'right handed' is that the chiral centers don't just have a twist, they twist light. Right and left refers to the direction the light twists when passing through a chiral center.[/quote] Actually, the two phenomena are completely independent. Roughly half of our left-handed amino acids polarize light to the right. <a href="http://en.wikipedia.org/wiki/Chiralit

26 Replies 28,634 Views

[quote who="admiralWillyWilber" reply="15" id="3441728"] They already have a leveling system I'm sure your talking a leveling system that adds something else than hit points like anti matter abilities on Sins of a solar empire, heroes, or picking abilities when you level up. I like to star combat system on panzer general.[/quote] Can you imagine managing that type of ability-granting level up mechanic for several hundred ships? I'd rather not, thank you very much.

27 Replies 2,676 Views

[quote who="admiralWillyWilber" reply="19" id="3441182"] Two things 1. What is the difference between right and left handed amino acids. 2. Why do they say that left handed amino acids are tasteless, and right handed amino acids are sweet.[/quote] All but one of the amino acids are chiral. At least one carbon in the molecule has four different things attached to it, and this leads to structures that cannot be superimposed with their mirror images. It's hard to visua

26 Replies 28,634 Views

They never said December or February, they said "winter", and intended it to mean exactly that. Spring starts March 20th, so don't expect it before the 15th.

29 Replies 46,971 Views

It could be done as star base modules and planet structures needing to be linked into a network, somewhat like trade hubs in Sins of a Solar Empire. You have to build hubs within x many spaces for them to "link" and be included in the network. Star base modules would generate money but would be intended primarily to fill in gaps in your network.

105 Replies 522,391 Views

[quote who="sleepyx732" reply="10" id="3440259"] If you look at the quote regarding the tech tree, "Nobody can expect to completely fill-out a tech tree, and trying to be comprehensive will result in a mediocre civilization." tells me you don't get locked out of anything. A jack of all trades play style 'will result in a mediocre civilization." Whether this is between being able to choose diplomacy & war or diplomacy or war remains to be seen.[/quote] This

38 Replies 135,178 Views

[quote who="Space Voyager" reply="35" id="3439917"] Quoting Frogboy, reply 30 What you'll have here is if you have support ships in your fleet you'll be able to set up some battle options before the fleet battle begins. its hard to describe, it's a bit magic the gathering (select what you want to do at the start). but you won't be controlling the ships directly. The problem is that people would feel forced to micro manage their battles in order to get a

79 Replies 443,565 Views

[quote who="Lucky Jack" reply="4" id="3439759"] Quoting ElanaAhova, reply 3 I would also like to suggest that along with galactic wonders, a new category be included; regional wonders. Some could be generic, meaning any species could build them. Others might be species specific - only the specific species could build them. Regional? Like in a wonder that applies to all planets in a star system? Or one that applies to all planets of all star systems in

25 Replies 99,320 Views

[quote who="Lucky Jack" reply="4" id="3439754"] Quoting WIllythemailboy, reply 1 Well for one they're not going to have defined "sectors" this time around, Willy, do you have a link to where a StarDock employee actually said this? As you can see from androshalforc's reply #2 above, part of which is from reply #53 in the thread on "map hexes", mormegil indicated there will be sectors. While it is possible the devs may have changed their minds, it is al

9 Replies 24,369 Views

[quote who="Frogboy" reply="30" id="3439753"] What you'll have here is if you have support ships in your fleet you'll be able to set up some battle options before the fleet battle begins. its hard to describe, it's a bit magic the gathering (select what you want to do at the start). but you won't be controlling the ships directly. The problem is that people would feel forced to micro manage their battles in order to get an optimal result.[/quote] Than

79 Replies 443,565 Views

That directly conflicts with one of Frogboy's posts: [quote who="Frogboy" reply="19" id="3436158"] 3. There aren't sectors anymore and it looks better as a result (less on screen noise). [/quote] That leads to a couple interesting possibilities: sectors are used only to generate the map for the game, or maybe sectors still exist in some functional manner but are hidden from the player. Another interesting question: if sectors are

9 Replies 24,369 Views

Well for one they're not going to have defined "sectors" this time around, so defining a cap by sector is going to be a problem. Early in Dread Lords (possibly all the way up to Dark Avatar, it's been a while) starbases were limited by simple proximity - it had to be three spaces from any other existing base. I guess they could revert to that sort of limit.

9 Replies 24,369 Views

[quote who="Lucky Jack" reply="11" id="3438904"] If those that don't want tactical combat used level 0 and those that wanted the additional depth that tactical combat would provide used level x, where is the harm? How can that detract from either side's enjoyment? Why can't both sides have what they want? And why does one side seem so intent on trying to kill the other side's fun? Personally, I don't think the timing is a big deal. I don't have to have

79 Replies 443,565 Views

[quote who="admiralWillyWilber" reply="84" id="3438660"] All they would need to do this is let the small races keep their tech tree with the same name while renaming the custom tech tree. They don't have to change the custom tech tree anymore than they were going to anyways. They would just modify the custom tech tree with some cheesy stuff to make the small races a little better.[/quote] I see you're still having issues with this. There is no such thing as "the custom tec

101 Replies 73,056 Views

[quote who="admiralWillyWilber" reply="78" id="3438462"]It's the revearse for me I would .k,e to see the minor races to have a tech tree that was designed to use only one class 15 planet as good as the average other factions use their empires. Though this would make a terrible customized tech tree. Except unless the small races had specialized Galactic achievements and trade goods; their shouldn't have these. This would also make a terrible customized tech tree, and the game should pr

101 Replies 73,056 Views

[quote who="ParagonRenegade" reply="58" id="3437966"]But I've always found pumping out relatively powerful frigates every turn trumps waiting two or more for the better ship, the AI doesn't handle fighting the larger force all that well.[/quote] Why would you assume I'm building them rather than buying them? Once your empire is at that stage dropping 35,000 bc on a ships isn't that big of a burden. One per turn until I have the fleet I need, then the production rate at

105 Replies 522,391 Views

[quote who="DARCA1213" reply="54" id="3437696"] Huge hull start at 150 space with the maximum miniaturization at 115% only 317 space is possible. If this is a modd I would understand, or maybe am mistaken. How do you get four-hundred space? the rest is absolutely efficient I thought I was good at ship building, but you are of a different caliber.[/quote] That was a zero-mod Metaverse game. The standard miniaturization techs provide 150% or so passive miniaturi

105 Replies 522,391 Views

[quote who="ParagonRenegade" reply="52" id="3437599"] Quoting dnzrx1, reply 50 Holy smokes. Are you sure you have those numbers down correctly? My NONexpendable fleets can not come even close in stats in the stats without being very cost prohibitive. Yep, but remember, I've been playing since 2006 and I demolish Ultimate AI's even while playing legitimately without exploits. I pretty much know the the game to the extent it's possi

105 Replies 522,391 Views