Good catch, fixed now, will try and get into next patch.
mormegil
Good stuff, much of this we already have plans to address. Changing the star box is a cool idea but it might have to wait for a patch, but i like it. The reason we have you double click on planets, starbases, shipyards etc. is because they all have Context windows that come up on single click, this is so you can quickly give simple commands, without exiting the main map. Thanks for the feedback.
[quote who="Alstein" reply="88" id="3528329"] Please let us know what level is AI uses all algorithms but gets no bonuses? Is that still Challenging? [/quote] I don't want to commit to anything until the AI is more finalized. But ill let you know when we are sure.
Zooming out in the mini map will be in beta 5.
We will be addressing this issue before gold. It just turns out to be more complicated than you would expect.
Also, sorry I am so late to this thread, been kind of swamped around here. :)
I’m sorry that you are disappointed, let me clarify things a bit and see if it makes you feel better. It may have been misleading when I said the AI will get bonuses at higher difficulties. While this is true, it is not as simple as +100% to shields credits per turn or anything like that. In fact the cruder bonuses of that type will really only be used in Godlike, where we want even very advanced players to feel like they are threatened. The primary way the
We will probobly have to do a few tweaks to sensors. In GC2 there was a max sensor range to address this issue,but we were trying to avoid that. I will put some more thought into it.
I fixed the support issue, will be in next patch, or next beta depending on how things go. the influence thing is a known issue as well, hoping to get that fixed ASAP.
Good catch, will fix.
You will have to make your own planet def, and give that planet the extreme world trait that you want to give it, i have not tried this at the moment but it should work. Not planet type, planet trait.
yes, it would be .6 would be the same as 60%, This would just be a bug, we will clean that up.
No problem, just want to make sure everyone knows that we are working on all these assorted issues, we just have a wide range of things to address, so it takes a bit to get to each one.
Thanks for the report, fixed internally, will be in next patch.
This is a great post, unfortunately a lot of these issues are being caused by a bug, at its heart GC3 is using the same math as GC2 to do its placement, the problems people are seeing are for the most part in the data, (IE still needs balance) There are still some bugs however that we are working on, but there are several things that are currently exaggerating this issue, all of which our on our list to fix. 1. There was a bug in the star system definition (This was all my fault
It is working right, but it seams to be giving bad data in the tool tip, it should be giving +2. We will look into it. Thanks for the report.
No the yor planets should not say food, we just have not fixed it yet. Thanks for the feedback.
We are still working on the map generation, it is very hard to balance, but we will continue balancing, for now if you run into this a lot you can up the habitable planets option to abundant.
If you still have the files in your Design folder, your ships will probobly be ok, we are looking into some issues that making ships not load. If you are having issues please send in a ticket to support, so we can fix this ASAP.
Growth stops once you reach your population cap, the only problem at that point is making sure that you have enough Goods and Services to keep them happy, this is actualy not that hard with a few entertainment centers, and starbases.
Having the game move your sliders is a temporary fix, we are working on something better. There is much debate on weather you should be able to spend in the red. We will be taking another look at this soon. Allowing players to spend beyond into the negative is very easy to exploit, and most of the mechanics for dealing with negative spending are not fun. Retiring ships, shutting down factories, etc. But we will be updating the existing system for sure.
As mentioned we have a curve now Population to Production calculation, it is really no longer worth putting 150b people on a world, it is not much better to put 40 or 30 and have factories, labs etc, do multipliers on them. 48 should in fact be pretty good. The current curve is this. y=2.1*x^.75 which looks more or less like this https://www.dropbox
We are an experiment with the Yor. Yor can in fact just flat out Build Pop, that is what the Assembly project dose. To increase your population cap you research up the new Power Branch of the Yor Tech tree. In fact all their planets start with a Pop cap as high as the capital of most worlds. You can research up to 44 pop per planet, which is quite high these days. Without having to build any farms. The end result is population is harder to build early game, but once you get t
While we cant do everything with key we can certainly do more. We will probobly be adding allot more polish of this kind to the Designer as we finish up game play features.
This is a bug in our UI that dose not make it clear what is happening, we will fix. But more or less here is the deal. If you do not have a Shipyard attached to a planet, all Manufacturing automatically goes to social, this is so the player never waist production points. Once it has a Shipyard the planet is able to split the points between military and social. In fact even if you have all your spending in the main production window set to military,