I've never heard of DLC that aren't compatible with each other, seems like an amazingly bad idea. As for being able to turn them on and off, I'd love to see this with both DLC and Expansions, but I recognize that this isn't always possible because of the way these sometimes change the code of the base game.
peregrine23
[quote who="Simplicity123" reply="9" id="3487393"] So simple that you described it incorrectly... By your calculations, starting earth with a population of 10, research division of 33%, and capital bonus of 20% should have research of 4 (10 * .33 * 1.2). It actually has a research of 6. If you set research to 100%, starting Earth gets 18 research (15 + the 20% capital bonus). I have no idea where the extra five comes from. [/quote]
[quote who="Mistralok1" reply="5" id="3487410"] It is a complete waste to try and build a starbase. At this point, you can get one to stage 1, which does nothing at all. There is a list of things to add to make it into one of several types of base, but these are not there yet. Well, the labels are there, but they do not work, and it says so. It was a mistake to put up the starbase at all intill the whole thing is ready to go. Huge waste of time and effort just to get to an expensive noth
[quote who="Gneckes31" reply="15" id="3487367"] Random question: could it be that the Approval-affecting things you mentioned is actually the change of Approval? [/quote] Not sure if this is what you are asking about, but the quote from Paul comes at around 00:53 of this stream .
Some more thoughts after playing the Alterians mid way through a medium galaxy: After killing one ship in a stack all disappeared visually but were still present and attackable. Mouse-over still gives tool-tip. Not visible on strategic map. Pup-up saying you’ve enterend the next tech age would be nice. Sensors, should they have DR? (see below) Stacked ships UI is really poor, can’t select and give commands other than move to individual
[quote who="DARCA1213" reply="13" id="3487356"] Why can't we use production to upgrade ships. [/quote] This is a good idea, you should be able to dock a ship in a shipyard and upgrade it using your manufacturing. Or maybe use a constructor to upgrade a ship? [quote who="DARCA1213" reply="13" id="3487356"] Why are we still in perma war? [/quote] Because without diplomacy it's perma war or never war. [quote who="DARCA1213" reply="13" i
Schaefespeare, I feel like we are playing different games. [quote who="Schaefespeare" reply="13" id="3487340"] Basically I've found that unless you sacrifice at least one Hex/Tile per planet for an 'Entertainment' improvement, then your screwed with the money drying up from low approval choking every sort of improvement. [/quote] This has not been the opposite of my experience. Low morale penalties are not harsh at all, with the only penalties being
The formula for the economy is very simple: Your raw production is your population + production modifiers. So if you have an economy starbase and no other production modifiers, your production will be your population +10%. Your raw production in is then multiplied by the percentage you allocate using the production wheel. As Gaunathor noted, you can see your raw production devoted to research or wealth by checking the tool-tip. Your raw production in a certain area is th
These need to be visible in the bottom left window. It is absolutely too important to leave out. This is quickly joining zooming to combat at the top of my list of things I think needed to be in before they went to beta.
Morale being broken was mentioned in the stream, I think it's getting fixed in the upcoming patch. Right now balance is definitely off.
[quote who="Gilmoy" reply="1" id="3486827"] Actually, it does give the +10%. The bug is a deeper Beta UI flaw: 1. "+x% Production" modifiers are not displayed anywhere. 2. "Raw Research" and "Raw Wealth" tooltip scores are not really "raw", they already include all of your "+x% Production" bonuses. [/quote] Thanks for the clarification, I had confused production with manufacturing.
[quote who="joeball123" reply="2" id="3487142"] "stricken by this disease, ..." [/quote] I think this is the best alternative, strickening is not a word.
double post.
[quote]Problem: It looks like the third sentence needs something, perhaps as simple as a question mark or exclamation mark instead of a period. Otherwise, it looks too much like an incomplete sentence. [/quote] It is a fragment, but that's okay. It is supposed to be conversational. Question mark is definitely not the answer, as it changes the meaning and tone of the line. The only change that might add to this would be to bold massive building sized worms</
Right now my main issue is that morale seems a bit obtuse. As Tigz mentions, the numbers don't seem to quite add up, making it hard to predict how different actions will effect it. Also, I'm not a fan of tying approval to wealth. This seems to put an undo emphasis on wealth, which limits my ability to specialize planets in the way I want to.
Yeah, didn't realize that 100% approval grants +50% production, that changes things.
[quote]2. The tech category titles have changed again and u thought if a great idea for them. Why not name each category after each of the 4X's! It could work. [/quote] The names are different for each race; but for one, maybe the Yor, I can see that being a nice little joke. [quote]15. Ideology choices still suck. People try to think long term in games like this but always getting the worst part of a deal on events will make alot of people not go down th
[quote who="Gilmoy" reply="2" id="3486525"] I detest losing any excess production. [/quote] Right now approval only effects growth and influence. I have planets with 0% approval and the tool-tip says I have a 0% production penalty.
Yeah, I have to say that it is disappointing they didn't make this a priority before entering beta. Of the many issues that the beta has, this is the one that irks me the most.
Yes. I'd love to be able to just create a hull, then tell the AI to build 50% mass weapons, 20% missile defense, 20% engines, and 10% life support and have it auto generate and upgrade. I asked a question about this in one of the early dev streams, and at least at that time they said you would have to manually upgrade custom designs.
There will be a tutorial, but I wouldn't be surprised if it doesn't make it in the beta.
Haven't tried in this build, but in alpha if you set your planet's production to 100% military you wouldn't get the idle colony button, even with nothing in the queue.
Not sure that I agree about getting rid of specialization, but I do wish they'd give you a construction point when you initially build the starbase. Needing 2 constructors to get a starbase that does anything useful is kind of a bummer.
Hey, I'm trying to log bugs and other issues as they come up, here are some notes from my first game in the Beta build. GalCiv III Beta Log Drengin Large Spiral All common Other races gifted Team selection a bit confusing, maybe “none” rather than “0.” Durantium hard to see on normal (non-strategic) map. Dots of color around stars in undiscovered space – t
I would like a notes section on the planet screen where I can type in some info about what I want to build or plans for the future of a particular planet. Especially once your empire gets expansive, it's hard to keep straight which planet was doing what.