[quote who="Ashbery76" reply="1" id="3586566"] Not a chance. [/quote] Why exactly not?
peregrine23
Something Paul said during the 9/4 stream has really stuck in my craw. I know Paul isn't an expert on AI, so there might be some misunderstanding, but Paul said that if they had the AI govern the planets at optimal efficiency using the planetary wheel, it would be so good at it that it would seem like it was cheating. Isn't this exactly what players want when it comes to AI at higher difficulties? I am no expert in game AI, but it seems to me if you have an AI that can
I know you guys are probably sick of hearing it, but please leave the planetary wheel in as on option that can be turned on or off. Now that it has pretty much been confirmed that the underlying economy of CGIII will not be changed, I think it makes more sense to leave the planetary wheel in as an advanced setting option in the the game set-up menus. It would be off by default, so only those players who want it will ever see it. Because the "normal mode" of the game would be without the
People have lots of interesting ideas, but from what I've heard from Brad and Paul, it doesn't sound like they are revamping the economy, just how the player interacts with it.
Pretty sure we will be getting revisions to the planetary projects in along with the elimination of the planetary wheel. It works now, but probably won't be a good idea once the planetary wheel is actually gone.
I haven't played Dwarf Fortress and only know it by reputation, but please don't turn my 4x into a rogue-like. The market is over-saturated with those as it is.
[quote who="Frogboy" reply="9" id="3585148"] But more specifically, what we want to do is set up a system where the player is creating an intergalactic government complete with governors, senators, etc. This is long going to happen in 1.4 but this is the direction we want to see the game go. [/quote] This sounds amazing. I think my main resistance to eliminating the wheel is not that I love the wheel. I do like the wheel, but I agree it feels very game-y and so is does
SD devs: Is the social/military slider going as well? It causes at least as much if nor more micro as the spending wheel.
[quote who="Frogboy" reply="3" id="3585123"] The global wheel is staying. But the idea that players should have to monkey around with a per,planet spending like that is really off putting. It was something new we tried and it just doesn't work. It has nothing to do with the AI one way or the other. [/quote] Okay, I guess I read too much into a few comments then. In that case, I'd like to speak as someone who disagrees that managing planet-by-planet is off-putting and
I'm pretty sure SD is not talking about removing specialization entirely. I have not seen or heard a single thing from them that even comes close to implying that. My sense is that their focus is 2-fold: 1) Reduce the extremes to which planets can be specialized or at least the efficiency of specialized worlds in order to reduce the player's advantage over the AI. 2) Reduce the incentive for players to check in with their planets each turn and thus reduce micro, especi
So, why is the wheel getting the axe? From everything I've read and heard, it's because SD designed a game the AI can't play well. This isn't totally a criticism in my mind. Paul designed this game totally with the player in mind. He was thinking about what would be best for the player without running it through the "can the AI handle this?" filter that can dictate a lot of decisions in a symmetrical 4x. This issue was compounded by the development process, where alpha/beta te
[quote who="Khazdek" reply="13" id="3585062"] Can people who like the wheel please elaborate why they like it? In my opinion it doesn't add choice, its just extra bookkeeping. I want a science world: build labs put planetary wheel to 100% science I want a industrial world: build factories put planetary wheel to 100% production I want an economical world: build markets put planetary wheel to 100% wealth [/quote] These settings are only for
Sorry, but I have no sympathy for you. The colonizing events are supposed to be random and unplanned-for. I think save scrumming them is against the spirit of the game and of the events. If that's how you like to play, more power to you; but I don't think they should feel beholden to make that kind of gameplay more convenient.
[quote]We ARE going to get rid of the per planet spending wheel. I know many of you like it but it is just incredibly tedious to deal with and violates the general spirit of GalCiv (there's a reason we never had this in previous GalCivs, it's not like we hadn't thought of it). In its place will be something different. We'd like to hear what YOU would like to see in there. [/quote] A ) I know this is in vain, but please don't remove the planet
As of 1.01 synthetic population shrinks each turn if it is over the cap. However, the decrease is slow enough that is still seems synthetic races can pretty much just use their morale as their pop cap.
No game can be everything to everybody. For me, the micro IS the game. My goal isn't really to win, its to run the best empire I can. The ability to take a little extra time to know my colonies are operating exactly as I want them is awesome. I think this game has hit an excellent balance of allowing players who want to optimize to do so, but not making it so critical that you can't succeed without optimizing. I sympathize with the players who don't want to spend the time to optim
Yeah I have a ticket in about the same thing.
This has been a known bug since beta 3 I think, I love Stardock, but the fact that this made it into release is a little sad. Do the credits still roll over to negative too?
I was a little worried about this until I saw the the AI running around with the sensor ships I designed. Now I figure all is fair. Also, those sensor ships are super fragile and cost you 1/2 your initial credits, so its not like it is a choice without risk or opportunity cost.
As mortili said, it has been established that Political borders in this universe do not extend beyond planets. Nobody controls space. And, quite frankly, the mechanics for ZoE would be ill-suited for ZoC. It is way too easy and common to overtake other people's planets, ships, and starbases. Instead I'd like a more robust set of diplomatic tools to deal with your borders. So you could "close borders" which would make you suffer a severe diplomacy hit, but the AI would know that you mi
I am currently trying to submit a bug at esupport.stardock.com, but nothing happens when I hit the "submit" button. EDIT: Exited out and redid the ticket and it worked
The problem is that the "cancel" button scraps your ship with no confirmation message. It is not an "undo" button as one might guess. I bugged them about this in beta, but they never changed it. I have lost a number of ships to this as well. If you want to remove a single part, double click it in the part list at the bottom of the screen.
[quote]Watching my battles on the battle viewer (which seems very poorly done) it doesn't always seem my ships fire all the missiles. I make big ships packed to the gills with weapons, but it looks like they will sometimes shoot 2-3 missiles then other times they will fire 8. Has anyone else noticed this? [/quote] Not sure if this is what is happening because I'm not seeing your battles, but there is a little bit of a weird behavior when you do lethal damage to anot
They repair faster in your territory and even faster when docked in a planet or shipyard, but even then the repair rate is very slow, especially for the larger ships. I think they need to change the healing rate to %max from a flat number and give docked ship healing a big buff.
While I agree that models that are identifiably female among the base races is low (by my count 1 felmale, 5 male, 1 robot, 1 indeterminate), there are at least 3 portraits for custom races that appear to be distinctly female, and many more that have no obvious sex.