[quote who="DARCA1213" reply="37" id="3458573"] I would probably end up losing money compared to what I'm currently doing. [/quote] Consider my eyebrow raised.
EvilMaxWar
[quote who="econundrum1" reply="56" id="3458476"] Can I just add I find it stange if people think of the colony view as a literal arial photograph of the colony since it would mean those buildings are all gigantic to the point of sillines. [/quote] That is exactly how I feel!! I fee like a God watching down on his subjects from a birdseye view, dropping Gigantic buildings in place and seeing at a glance where resources are thanks to Cybernetic o
As others said, post your save games and computer info to SD but as for your game there should be a console command to force next turn. Iirc it is Turnactions but type help in the console to be sure.
[quote who="DARCA1213" reply="14" id="3458364"] That was when you hosted Seilore! stay out of this! When Max tried playing me again after some "minor" CTDs he wouldn't wait 30 seconds 3 minutes for it to connect! I waited for him to connect which his" unreliable" and slow internet, he should be patient too! Me and PR played a full game uninterrupted when he hosted and it w
And do not forget the part where we tried to resume the game and I could not connect to your Lobby :p Edit, also, presumably, StarDock will be hosting the game. So in relation to this scenario, your adversary should be hosting.
[quote who="ParagonRenegade" reply="4" id="3458309"] Actually, throw me into the pot. The devs kicking my ass looks good on my resume' :3[/quote] Now you're talking with Gusto!! Thumbs up.
Just an advice, don`t do it with DARCA. He is on a flaky wireless connection that will just result in a game Crash and you guys will look like Bill Gate and the BSOD.
I would volunteer ASAP but that would not be proper as I am at work at the time :p
The Spirit of Gaunathor is alive within me, I just found a relevant quote amongst the archives. [quote who="Frogboy" reply="166" id="3449130"] Re ideology: you pick and choose from different trees to form the cultural identify of your civilization. Few will be pure.[/quote]
[quote who="econundrum1" reply="5" id="3458281"] Quoting EvilMaxWar, reply 3 I think those anomalies are fine, If anything I like them like that. No choice involved. It just goes with the concept that sometimes you cannot control everything and the best part are the funny stories The problem lies in that you are forced to unlock the first perk once you have 20 pts. This could be an issue if, for example, you wanted to be good, but you get 20 malevolent
I think those anomalies are fine, If anything I like them like that. No choice involved. It just goes with the concept that sometimes you cannot control everything and the best part are the funny stories :p The problem lies in that you are forced to unlock the first perk once you have 20 pts. This could be an issue if, for example, you wanted to be good, but you get 20 malevolent points by accident. You are forced to unlock malevolent 1, which makes Benevolent 1 cost more.</p
Joeball gives me a headache with his scary posts :p I was hoping we could discuss concepts without going into convoluted blocks of text peppered with mathematical extrapolations of the game. Considering everything could change from the Alpha to the final game, I do not see the point of going into such details now. The main thing that I find interesting so far is that it looks like there might be a balance point between using population boosting improvement
As others stated, could be an interesting premise for a new race. I would call them the Star Hippies. They love everyone (except the Yor) and they only eat organic.
Yes a good point about the farms on lower PQ worlds. Ultimately this whole issue will depend on how everything is set in the final game. It might be that some birth rate enhancing buildings would be the best things to build on any world initially.
[quote who="Gaunathor" reply="25" id="3457889"] Quoting econundrum1, reply 23 By the way just had another look and there are number for production, research, etc along with icons so I don't see an issue there. My issue with it is, that, with the icons, you can't tell at a glance how much it is. You first need to recognise the values of the individual icons, and then add them together, before you know how much you produce in that category. The number, on th
[quote who="ParagonRenegade" reply="5" id="3457815"] I actually disagree across the board; players should be encouraged to specialize as much as possible, to make individual planets and shipyards important targets, rather than having every planet be equally-valid as a target.[/quote] You might be right for the strategical choice aspect, but on the other hand this is restraining part of the sandbox aspect I kinda liked in GalCiv II. In GalCiv II mixed planets were actuall
Yeah I think the current bonus for very specialized planets compared to mixed planets are a bit too much. They make mixed planets undesirable. I agree with you on that specialized planets should be in the +20% to +50% range compared to mixed. That seems about right. -Amongst your proposed solutions, I do not like the production wheel minimums, that would annoy me. -I kinda like increasing the effect of terrain bonus, maybe could be extended to terr
I just took a couple minutes comparing a ScreenShot of the current Alpha planet view to this new one and I have to say that I actually prefer the old one, except for the absence of the Production/research/wealth icons. The old one seems perfectly fine and more practical to me. Just make the tile contrast better and find a way to insert the Production/research/wealth icons in there and we got a winner. I also like it with fluff numbers better :p I also wonde
A few thoughts. - Not a fan of the grayed out tiles. While it is obviously easier to see which tiles are colonizable and which are not, I feel like this makes the whole thing more bland. Its kind of like looking at a picture of the planet instead of the planet itself. I think simply using a clearer highlight on usable tiles while keeping everything in color would be preferable. -I am glad to see the Production/wealth/research icons back. Hope those w
[quote quoting="post"] Another thing are "basic" and "advanced" improvments. As soon as you have researched the advanced version of an improvment, the basic version should no longer appear in the improvments list. [/quote] I disagree, some people might still want to build the older version. I think the upgrades will be more cost effective in GalCiv III than they were in galciv II, but back in GalCiv II building the older improvements was often the better choice
[quote who="joeball123" reply="53" id="3457756"] And I would bet that most of that improvement came from being able to get all three values to the approximate set of values you wanted as one motion, rather than representing any significant savings in the fine-tuning time.[/quote] Yes, you could say that. To be more precise, all symmetrical values are limited to 3 axis so once you know on which axis the value you need is, you only have one dimension to consider while moving
[quote who="iamderp" reply="51" id="3457746"] I think there's a bit of a straw man going on with your first two points MaxWar - maybe it's just me, but I don't ever say "ok these are the values I want production set at, let's make it so."[/quote] Neither do I. The tests I made to come up with those results are indeed artificial tests. They do not necessarily reflect the way the controls are going to be used. The use of such tests is not to ref
[quote who="joeball123" reply="49" id="3457743"] Quoting EvilMaxWar, reply 461.Sliders are faster and easier to precisely dial arbitrary sets of asymmetrical values. ( ex: 22%, 34%, 44% ) This is only particularly true if the sliders can be locked. [/quote] Turns out that they can. ( talking about GalCiv II ) [quote] I disagree with this one. Things on the interior of the disk are more difficult to set precisely.[/quote] I act
[quote who="DARCA1213" reply="4" id="3457732"] Can we have a button to turn off multiple production turns? Like if I don't need/can't afford several huge hulled ships a turn, I can make sure it only does one. Please [/quote] No need for a button. Just put one ship in the queue I guess. I do not think it will be like GalCiv 2 where ships are on auto-build. I expect the shipyard will have a queue. The game Moo2 did have a chec
Well, so far I tried to gather some actual Data about what is actually Better between Sliders VS wheel. Ultimately one can argue it is all based on opinions and playstyle, but there are a few things so far that I can pretty much put up as Facts. *If someone considers one of those to not be true, please object* 1.</