naselus

naselus

Joined Member # 2608034
28 Posts 1,372 Replies 26,244 Reputation

[quote who="psychoak" reply="15" id="3599107"] The wheel was a massive reward for micromanagement in a way that was simplistic and duplicative. [/quote] Do focuses really change that, though? The best planet layouts remain heavily specialised. The player is still basically following the same process, too - set specialised products cation, lay out specialised buildings. Production is now more in line with costs, but really, no

36 Replies 68,291 Views

Updated to 1.4.2: [quote] 1.4.2: * Removed all pre-requistites for all projects, aside from the Military project requiring that the planet is sponsoring a shipyard. * Fighters no longer have filler components; do have several thrusters. This means that they don't really benefit from hull size upgrades, which might make them balance a bit better. * Reconciled text files to 1.4 * Added 1 value to all hulls. * Added in the vanilla pr

735 Replies 1,237,217 Views

While I don't think it was your intention, this thread is borderline flamebait. I don't think it's selfish to feed back to the developer that they're unhappy with a change. After all, there were other ways to achieve the same result without remove a feature that a significant number of players enjoyed, and most of them would have done the job better. My own favourite would have been a massive production nerf, reducing building bonuses by about 25%, nerfi

36 Replies 68,291 Views

[quote who="Borg999" reply="72" id="3598956"] Not trolling, just pointing out what I see as contradictions. I personally don't mind the wheel change. Having worked in a corporate environment for many years, I've become cynical, I've seen the different faces executives use internally and with the public. Sure there is more to life than financial considerations, but in the business world, only one thing matters. Corporations (publicly held or private) exist for one purpose. To

135 Replies 748,290 Views

I don't think he was trying to imply anything, a :) I'm still not shifting the per-level value from 1%, though. But yeah, I don't mind for instance giving tile bonuses a buff so that you get, say, 5 levels from them etc. I can adjust the levels granted from everything independently, so I can arbitrarily make, say, factories give 3 levels but not change any of the others if I wanted to. This is why 1% per level is better; it allows me to exactly control how m

735 Replies 1,237,217 Views

Changelog for 1.4.2, which I'll be uploading in about 5-6 hours: [quote] 1.4.2: * Removed all pre-requistites for all projects, aside from the Military project requiring that the planet is sponsoring a shipyard. * Fighters no longer have filler components; do have several thrusters. This means that they don't really benefit from hull size upgrades, which might make them balance a bit better. * Reconciled text files to 1.4 * Added 1

735 Replies 1,237,217 Views

[quote who="Archcreature" reply="2" id="3598610"] i think i have the same problem With steam, however everything Works fine except the Console command and the Wheel is still in the game despite it being 1.4 finale. also what do they mean specificly (Launce from install folder ?) does this mean i have to install steam again or are they refering to somthing else (a link or a description will help, also i am not a native English speaker, so its a bit harder t

3 Replies 7,349 Views

[quote who="Frogboy" reply="64" id="3598847"] What I can say is that the game has to be balanced to ensure that the numbers that are generated fit within the game design.[/quote] And that is a good justification for the shift to focuses, because it's just about the only thing that they do better than the wheel did. Output needed nerfing to bring it into line with costs. No-one in their right mind could say otherwise. There were a lot of w

135 Replies 748,290 Views

[quote who="maniakos" reply="19" id="3598709"] the idea that wealth generation is 100% taxation is null and void along with the idea that the wheel represents the entire activity on the planet. [/quote] This, really. Are we also supposed to believe that a futuristic planet with umpteen billion people can only produce one thing a week, too? Big portions of the game only really make sense if there's an abstracted, thriving privat

93 Replies 990,851 Views

[quote who="TheHordesman" reply="1" id="3598589"] Have you cranked up the volume properly? Have you checked if your sound works fine otherwise? Is your english on the rusty side? Deaf or hearing deficient? This is not a problem reported before, so you should either check if there are technical issues or say what sort of subtitles you are looking for. The sound is very clear. Btw, This have nothing to do with mods. This goes either into future ideas or support. [/quote]</p

6 Replies 6,554 Views

[quote who="redviper37" reply="82" id="3598632"] The AI still shadows my starbases and starports instead of attacking the ennemy [e digicons]:([/e] [/quote] That's a triggered diplo thing; it'll be addressed in 1.5 I suspect. 'The AI' is a vast and nebulous thing, so 'AI improvements' don't necessarily refer to the AI for specific modules; in this case, the AI that been improved is mostly economic. And

87 Replies 532,787 Views

All hail the new, improved, fiendish AI! :D Kind of surprised, tbh, since up til now the AI has basically routinely refused to give out cpt ever, except when utterly and completely crushed by war. This might be an overflow in the price stacking algorithm.

7 Replies 9,223 Views

[quote who="Dracul_JOSHI" reply="11" id="3598665"] Having different forms of state really doesn't make any sense... if they were communists, they would have no reason to listen to what you are ordering. The same goes if they were socialists, capitalists, theocrats (unless you're their god), oligarchs or any other form of state not ruled by a single person. [/quote] Um... what? Do you just break the law where you live constantly, or do you live in Sa

93 Replies 990,851 Views

[quote who="Dracul_JOSHI" reply="50" id="3598640"] Why? It's got a thriving, occasionally growing and shrinking, dedicated community. If you go to the SPORUM, you will see that people are still very active in it. [/quote] SPORE was ripped to absolute shreds by most players after it came out, and was named Most Disappointing Game of the Year from about half a dozen different outlets. It's one of the great all-time examples of a game that w

135 Replies 748,290 Views

[quote who="Dracul_JOSHI" reply="1" id="3598626"] It wouldn't be the same as approval, actually.[/quote] That wouldn't, no. But then, that's nothing like the mechanic as you originally outlined it, which was completely identical to approval(down to increased output at high levels and reduced output at low levels, and the direct effect on influence), so I'm not sure how you expected anyone to infer this 'no control' thing.

93 Replies 990,851 Views

[quote who="Dracul_JOSHI" reply="48" id="3598617"] SPORE isn't very challenging, but it's very popular [/quote] I lol'd :P

135 Replies 748,290 Views

With focuses, specialization still wins. Let's do some numbers. In all cases, 3 planets with 100 production and 900% bonuses. Also, the results aren't totally accurate, as there's 1% unaccounted for on the 33/33/33 global wheel, but they give a good enough indication. Set 1: 1 econ specialized, 1 manu, 1 research, global wheel set to 33/33/33 Each planet produces 580 of it's focused resource, and 21 of it's other resources, for

7 Replies 11,590 Views

[quote who="Dracul_JOSHI" reply="15" id="3598604"] Well, if it's going to be a race trait it should impart some level of advantage, so it would have to be better. Every Trait give you an unfair advantage compared to those that don't have them... that's their entire point. The only real question is, HOW strong this advantage can/should be.[/quote] Well, that's the problem - it can be a bit better, but nearly doubling output i

17 Replies 100,355 Views

[quote who="erischild" reply="43" id="3598594"] I disagree. The point of playing a game is to overcome challenges and restrictions. In chess, not all pieces move like queens. I once had to explain to one of my kids that this wasn't "unfair" to all the other pieces, but part of what made the game interesting. I leaned on the fact that the knight did things the queen couldn't. It didn't go over with her much better than it seems to be doing with you, but

135 Replies 748,290 Views

Have you done the Steam refresh trick? I had a similar thing for 1.3, but refreshing my files sorted it out. I'll see if I can dig out the link; it's a steam problem rather than a GC3-specific thing (not that Valve appear to give a damn - it's been ongoing with many games for about a year). EDIT: Here: https://support.steampowered.com/kb_article.php?ref=3134-TIAL-4638

3 Replies 7,349 Views

[quote who="naselus" reply="595" id="3598580"] Quoting naselus, reply 591 It appears to be limited to the cargo hull. Further to this, it's also something to do with the ship class defs file. But nothing seems to be missing form the cargo hulls - they match quite nicely.

735 Replies 1,237,217 Views

[quote who="naselus" reply="591" id="3598374"] It appears to be limited to the cargo hull. [/quote] Further to this, it's also something to do with the ship class defs file. But nothing seems to be missing form the cargo hulls - they match quite nicely. Will continue to poke at it.

735 Replies 1,237,217 Views