Greetings Malevolent Salmonidae. Very good points all around. My personal preference on the the ship movement range indicator would be a system similar to the Total war games. Where you can plot the line while holding the button and see how many turns it takes to reach places. I like it because you can see where you would be in X turns. Total war also combines this with a highlighted area for primary range. Could be useful to know if an enemy can catch you next
EvilMaxWar
I think the thing most strongly missing right now in the whole mechanism is not about the wheel itself but rather the lack of realtime monitoring of your Research and planetary queue ETA. [quote who="parrottmath" reply="4" id="3457038"] On the other thing about polls. Unless there is incentive to force those who would not usually go and poll, your poll will be skewed merely because the only ones who will vote are the ones who feel really strongly one way or the ot
[quote who="Bob-Alliance" reply="2" id="3457007"] Yup just going to email support, I do not like those upload sites a bit to shady for me.[/quote] There is nothing Shady about either. In fact I highly recommend a DropBox account. It is very convenient to have one.
The production wheel seems the be a matter of debate amongst founders. I assume most of you played plenty of GalCiv II so by now you most likely have an opinion on what system you prefer. Since the current Wheel design is probably not final, this poll might not constitute a valid reference in the future. I am still curious to see how the opinions are distributed so far. Please click this link for the poll. <a href="http://w
[quote who="mamfelt" reply="28" id="3456963"] what is wrong with survey after colonization? Don't we survey this rock we are on over and over? e.g., as our technology increases there are things to be found that could not be found before.[/quote] Not saying it cant be done. But I am worried about the whole thing getting increasingly complicated to get to make sense, game design wise. Yes we still survey our big rock with satellites and space stati
[quote who="DARCA1213" reply="24" id="3456961"] in the end it wlll be tweaked to be a round slider that is less sensitive. As we have previously discussed on this forum.[/quote] Reference pls?
[quote who="DARCA1213" reply="21" id="3456949"] Are you? Just relax bro. [/quote] The time is from dialing 5 sets of values one after the other, there is no way you can do this in 10 seconds.
If Stardock eventually adds feature about unhabitable planets, I would not mind mining colonies on some planets, and Sensor and supply outposts like in Moo2 could be nice too. Gives you a cheap way to extend your range. And monitor what is going on. They could be built on planets with constructors instead of colony ships and maybe upgraded just like Starbases. They would still be succeptible to influence conversion.
[quote who="DARCA1213" reply="17" id="3456885"] Lol man. We know it takes more time, It take me ten seconds tops so I don't know where a minute times come from. But really, did you have to go through all that to prove what everyone was already saying. I just find it ironic, I'm still laughing to myself when I think about how you used a stopwatch! I have to go to work tomorrow and I can't get to sleep because I'm laughing. Lol DARCA. [/quote]<
And tell me DARCA, what is obvious exactly?
I think my favoured option would be a bit like the Total War games. You click once and it only plots the movement tracks so you can see how many turns it would take to reach places. Only when you double click does the ship move. Edit: I just checked Shogun 2 and the way it works is if you right click instead of left click, the movement track appears and you can move around as it updates so you can see just exactly where you can go in how many turns. Once
Most of the races in GalCiv look like the terran types anyway.
In Galciv, as far as game code is concerned, Sentry, sleep, Guard might be roughly the same thing. With the difference of what triggers a "wake" event. In some games, more typically Tactical TBS, sleeping units are put on sentry by default so they can interrupt upon enemies moving nearby.
I just made an experiment: I wrote 5 arbitrary set of values on a paper that when added together would equal 100. I used a stopwatch and using the production wheel I dialed in the exact values and noted the time it took . I repeated 5 times. I then did the same using the 3 sliders in GalCiv 2 The values were : (35%,25%,40%),(17%,42%,41%),(28%,36%,36%),(7%,15%,78%),(54%,28%,18%) Times for Production wheel: 1:50 , 1:17, 1
Don't get all jumpy yet, its the alpha. In the Dev Stream yesterday they said they actually reused many of the textures and icons from GalCiv 2 as temporary place holders. I still find the game to be rather pretty despite all this, even if it is not exactly cutting edge graphics. Although I second for the zoomed out nebula, those are really an eyesore right now.
[quote who="parrottmath" reply="54" id="3456821"] I suppose there is no real reason to force the restriction. Depends on the mechanics on the shipyard. I suppose players might have fun building a wall of starbases / shipyards around their important planets.[/quote] I had thought about doing that long ago in GalCiv II, but that never felt cost effective. Might as well make a wall of ships. Which is not really effective either compared to a fleet and proper sensor r
Yes, my point was that once a planet is colonized and billions of people live on it, you'd expect that its secrets would be know.
Are you suggesting that you could survey already colonized planets? Somehow that feels a bit weird.
[quote who="parrottmath" reply="52" id="3456787"] I would also like to see a radius restriction. Cannot build within 3 - 5 hexes of another shipyard (or starbase if the shipyard is to be a module attachment)[/quote] I do not really see the point, You would always be limited by planets needing to be linked to any shipyard anyway. Building two shipyards next to each other would mostly be pointless but why put an active restriction on it?
If you do not survey a planet and colonize it instead, do you lose the potential bonus?
[quote quoting="post"] The single production queue is a great move, that simultaneously removes unneeded complexity, while increasing the depth of the game by presenting the user with an interesting non-obvious choice. [/quote] Behold! The dual queue will be making a come back in the form of a spatial ShipYard ( Look at the founder's vault for the official document ) The dual Vs. Single queue has been discussed plenty in this big thread ( If that in
Seems that 4x have been split in two schools of thought. One where pass means no more points, the other where unit is put to sleep until next turn. I made a thread about this to suggest we switch to the other mode, which Imo is a better gameplay mechanic. https://forums.galciv3.com/453117/page/1/#3455925
[quote who="Tohron" reply="49" id="3456764"] , or does it mean that it sends 60% of its production, but half of that production is wasted? [/quote] I cannot know for sure what stardock has in mind but I assume that this is how it will work. The other option does not make much sense to me. I expect the classic scenario is you will have one shipyard for a group of nearby planets, in order to eliminate or minimize penalties. That still cuts o
I respectfully disagree with most of what op suggested. With the exception of: -Genocidal rabbits -Being able to do something between survey ships and planets. -Possibly to do some mining or maybe outposts on dead planets. This being said, I do not know what SD have in their feature list that we still do not know yet but with all the announced features this game is already going to be huge. I think it would be wise to not push for too many brand