Similar thing happened again with two more planets. The first one was a Ghost World planet where the Animals To Tame event happened. I, again, chose the Malevolent option (+15% to Manufacturing). That bonus works fine. The Research bonus from
Gaunathor
[quote who="Lucky Jack" reply="11" id="3487083"]The "done" button is counter-intuitive and should perhaps be labeled "back" or something else.[/quote] I would simply call it "Cancel".
Build more Overlor... er, I mean farms! Yes! Farms! That's it. [e digicons]*_*[/e]
I was colonising a planet with the Active Core trait and got the Thunderstorms event. I chose the Malevolent option (+50% research, -20% Approval), and then took a look at the tooltips. The Approval penalty is applied correctly. The Research bonus, however, i
6. Another Wealth bonus (one of them is definitely the bonus from being Pragmatic) 7. Food and Manufacturing bonus from the Thin Atmosphere planet trait <img style="vertical-align: top;" src="https://dl.dropboxusercontent.com/u/107322588/GalCiv%203/Beta%201/Tooltips/Thin%20World%20Foo
Is it just me, or does the tooltip for Manufacturing no longer show the entry for Raw Manufacturing? I'm pretty sure, that the tooltip did show it before.
Maybe, but I'm not so sure. If each weapon will be one attack, like in GalCiv 2, then that information is important for the game. However, I don't think, that the player needs to be told, that adding one Laser to his ship, will add one beam weapon to his ship. That should be obvious. If there is more to it, then maybe it is necessary to keep after all. However, I still think, that it is confusing to new players. Even I had to look twice to find out, how much damage that module
How is that supposed to work? Mining starbases don't provide any production, only resources.
Currently all weapons, and some starbase modules, show you two kinds of information: that they'll add a weapon of a certain kind (beam, kinetic, missile), and their attack value of this type. Like here, for example: Isn't it redundant to tell us, that this module will add weapons of all three categories? The fac
The Altarian tech Defensive Meditation is supposed to unlock the improvement Champion's Temple. However, that isn't the case. Instead, the improvement is unlocked by the Drengin tech War Machine. Also, the improvement is currently named Champio ns Temple (no apostrophe).
The description of Logistical Support says, that it makes ships logistically more efficient. However, it currently does nothing. On the other hand, Interstellar Logistics currently unlocks the Hyperion Logistics System improvement, which reduces the Logistics cost of ships build on the same planet. So, wouldn't it make sense to move this improvement to Logistical Support?
[quote]Resources are often placed within the influence of a black hole vortex and when they do, you can't send a constructor to mine them. Not sure if this is intentional or not.[/quote] The only resource within black holes is antimatter. That's intentional, as far as I know. However, you don't have to build the starbase on top of the resources in order to mine them. They just need to be within the zone of control of the starbase.
[quote who="DARCA1213" reply="5" id="3486888"]3. Can we get a tech that will make convincing other races to declare war on each other easier? Please.[/quote] That will most likely be an ability (like Super Manipulator in GalCiv 2). [quote who="DARCA1213" reply="5" id="3486888"]6. Defense Network (a starbase module) has a typo. "Boost the attack and defense or all near BAY ships" should be by ships.[/quote] Actually, that should be "nearby".
I have to agree. The current values don't make much sense (especially the weight and the cost). However, I'm certain, that they will still be tweaked. The values in GalCiv 2 weren't perfect either (mostly the weight again). However, they were still more believable. Here are some examples: Terran scout (tiny) length: 36m span: 49m weight: 3.5 tons Terran star fury (tiny) length: 33m span: 49m weight: 11.4 tons Terran def
If you have a stack of ships, and click on it, the game shows you a small number on top of the ships/fleets in the interface in the lower-left corner. That number is the logistics cost of the ships and fleets in the stack. It's also the only place in the game were you can currently see those numbers. At least, I haven't found them anywhere else, along with your current logistics value. That one isn't shown at all. The only way to f
[quote who="mormegil" reply="8" id="3486850"]if you select them straight form the list, and not from the queue[/quote] That explains, why it didn't happen in my games. [e digicons]x_x[/e]
[quote who="androshalforc" reply="6" id="3486829"] So here is a question lets say you gaunathor have 10 durantium and build 10 ships with it and I have 0 durantium can you sell me your ships? ( according to intent you shouldn't be able to I'm just curious if this was overlooked by the devs) And if so will you be able to build more? [/quote] I think this boils down to the question: "what happens to your ships, if you no longer have enough resourc
Thanks for addressing my question. However, I think you misunderstood what I was asking about, Adam. I'm not asking for a return to the old length of the tech descriptions (though I would like that). It's their "content" I'm asking for, because the current descriptions don't tell you much about the races. For example, in TotA it was made clear, that the Drengin don't use Entertainment Networks and the like, because they neither understand the concept of make-believ
[quote who="Larsenex" reply="4" id="3486781"]What is your take on the value of the augments?[/quote] It's too early to tell. I can't build an opinion on them without any feedback on how they change combat-performance.
Agreed, that would make more sense.
[quote who="Larsenex" reply="2" id="3486765"]So Gunathor the NEW design I created with the nifty mass driver augment using my ONE precious durantium, I can only build ONE SHIP correct?[/quote] Yes. However, now that it got destroyed you can build another one. You don't lose the resource, if you build a ship using it. It is just "in use" as long as the ship exists. As soon as the ship gets destroyed or decommissioned, the resource is available to use again.
Are the current technology descriptions the final version? They are well written and quite funny, in my opinion. However, they also feel a little generic compared to the ones in TotA. I mean, compare the new description of Artificial Slavelings "Artificial slavelings take most of the fun out of manufacturing - they just don't beg for their lives and freedom as much. But boy can we sure churn them out in a hurry." to the old one from TotA. "We have made grea
[quote]With one Durantium I design a ship with one defensive augment. Now can I build only ONE of that ship or can I build any number as long as I have One Durantium for ONE augment using it?[/quote] You can only build one. [quote]Now I build a ship with one each Offensive and defensive augments thus requiring TWO durantium. CAn I build it even though my resources only show I own/mine one?[/quote] No, because you require two durantium. The only way to build that ship i
There are currently two items with the name Soil Enhancement in the game: a tech (which increases food production) and the actual terraforming improvement. In my opinion, it is quite confusing, considering that the tech and the improvement are not related, even though they share the same name.
I went through the Ideology trees, looking for obvious bugs and inconsistencies. Here is what I have found: Benevolent: The tooltip for Beacon says, that it increases Approval and Tourism on the homeworld to 100%. However, it doesn't provide a bonus to Tourism (unless that one is hidden), only a 50% bonus to Approval. The tooltip and description for Enlightenment says, that it allows construction of the Temple of Enlightenment. However, there is no such building.</