econundrum1

econundrum1

Joined Member # 2782214
30 Posts 980 Replies 21,540 Reputation

I'd add a lot of colonisation events are nonsensical for synthetics, which makes playing them seem some what like they've been shoehorned into a games not designed to accommodate them. That event thing is one of my biggest bugbears with the game.

12 Replies 42,919 Views

I think it very likely although they don't intend to remote specializations, which is what setting it back to the way it was really does in essence since if you can take all of them they might as well be normal techs. They will make further passes at balancing them and adjusting what is and isn't a specialisation.

9 Replies 8,566 Views

You can change the name of your home world for an in game custom race first choose the home star system from the available list it will then take you back to the screen you entered the home system picker from. Their is a field labeled homework I believe that will rename the home world what ever you put.

173 Replies 1,208,666 Views

[quote who="sweatyboatman" reply="11" id="3545926"] They could adjust the calculator to take these different ideas into account (and hey, maybe they do) but then they'd have to sync up the video playback. [/quote] An interesting point, the answer is we have no way of knowing it looks like the ships stupidly bring themselves in range of weapons they don't need to be in range of and get hit by them though and from the results I sort of doubt the combat c

13 Replies 6,052 Views

[quote who="alphaprior" reply="20" id="3541968"] They made a really bad decision on this.. [/quote] In your opinion and that of some others, while in my opinion and that of some others again it's a good choice. It's hard to please all of the people all of the time. I don't particularly like the fact you can follow all three ideology trees at once but I'm having to live with it and I'm not going to not play the game because of it as there are lots of other

33 Replies 103,758 Views

[quote who="alphaprior" reply="15" id="3541942"] Does anyone knows how to disable tech specializations? I have found TechSpecializationDefs.xml one for every race perhaps deleting/disabling them? [/quote] I imaging that will stop the techs which are specializations from appearing in the game at all but to be fair I haven't looked at that file.

33 Replies 103,758 Views

I'd give such a mod a go if someone made it, but there would be intellectual property issues. I'm actually planning an original races mod.

13 Replies 33,235 Views

Yes workshop integration will be the first major patch they said which will focus on mod ding improvements. You won't have to buy it as dlc or an expansion they alway intended workshop integration.

63 Replies 331,570 Views

I think the issue with developing AI on a complex game like this is an example of chaos theory, you tweak something to make the game AI play better in one area and it seems to work but throws something else way of kilter. I think by the time GC3 reaches it's first expansion it's AI will also be much better. There are already lots of fixes and tweaks coming in 6.2 and Brad intends to keep working on it long after release. GC2 got AI improvements for years after release. <p

73 Replies 272,913 Views

Yes award for most copies bought, as I say don't get me wrong I think they promise multiplayer so they owe people stable multiplayer and should not release until it's working whenever that is.

63 Replies 331,570 Views

Mrblondini, there is a difference to having you suggestions/complaints/issues listened to and considered and giving every founder complete control over game design which is what you want; That is (a) impossible since we don’t all agree on issues such as the one being discussed here and (b) it would make the game an incomprehensible mess of clashing ideas. There is a big difference between considering what the founders think and letting the founders dictate development of the gam

156 Replies 663,145 Views

To be honest I think that's a little harsh as someone who has played a lot of Beta and release games, this is a fairly minor point really but one I would very much like to see addressed at some point. At the moment I think the game is a very good Beta, will it be ready in time for a 14th May release, honestly I think it needs probably another month for polish, but I have seen games release in a worse state that did well enough. They intend to patch in further fixes and features be

13 Replies 6,052 Views

[quote who="Questicle" reply="45" id="3545750"] There's a whole customer base unto itself that loves multi-player turn-based strategy games. I know this because i've been participating in them since Romance of the Three Kingdoms back in the early 90s. This is a large group of potential customers that Stardock can win over if this obviously superior strategy game has a stable multi-player mode intact during release. [/quote] I'm sure that's true,

63 Replies 331,570 Views

It sounds if the games using 6.5Gb like it's an issue with memory leaks accumulating over time hitting performance they address lots of these in the 6.2 change log so fingers crossed that will help.

4 Replies 5,889 Views

My list; Firstly if you make a custom race and change colours and materials the small pictures of you ships will all be in the colours and materials of the race whose ships you’ve copied. If you make custom ships this is not an issue. Secondly colonization events are broken for synthetics, some of the bonus and penalties have less impact on synthetics and the flavour test suggests they should not be dilemmas for synthetics at all in many case. I suggest ad

69 Replies 263,581 Views

I actually can't comment on Civ5 much, I got it for free in some deal on Steam, tried to play it a couple of times but it was incredibly unstable on my system and crashed about every 10 minutes, also I wasn't having much fun with it in the bit of play time I could get between crashes so gave up.

73 Replies 272,913 Views

I have to say I'm finding the game reasonably stable in single player even without the memory leak and crash fixes in 6.2 which you can read about here https://forums.galciv3.com/464667/page/2/#3545709 My concerns are more around broken features, planetary events for example I'd say over 1/3 of them don't apply well to synthetics either flavor text wise or mechanically. Stability wise I'd say it's

63 Replies 331,570 Views

On another note The release note they are putting together for 6.2 shows a lot of AI improvements and fixes that should make a big difference.

73 Replies 272,913 Views

[quote who="Illauna" reply="20" id="3545491"] I don't know if you have any history with SD but if you look at the patch history for Fallen Enchantress and Legendary Heroes you can get the idea that this is no EA. [/quote] Oh I know that very well and have no doubt they will continue to fix, support, polish and add features to the game after release, it's one of the reasons I was willing to buy the founders edition which in my opinion is great val

89 Replies 288,879 Views

In general and with the bug fix list in 6.2 supposed to go out this week I think they are very close to having a releasable version of the single player game, I can’t speak for multiplayer because I haven’t and never intend to play it. However if on May 14 th multiplayer is crashing for a lot of people and isn’t playable I would advise them to delay launch. Because while I have no interest in multiplayer and agree that most players will probably ignore it,

63 Replies 331,570 Views

If you look at the release note for 6.2 which is due for release this week I believe, it has some performance fixes and a huge number of memory leak fixes that will degrade performance over time. So hopefully that will help. Another thing you might look at if that doesn't improve things is your cooling some components will clock themselves down if they get too hot and this game makes very high use of CPU and GPU.

4 Replies 5,889 Views