Yes, this will be a feature, to use default colors, or choose the colors you want, but it will not be in for a few more builds.
mormegil
We re-worked that tooltip to fit text better, so if it is in fact broken, it may be some sort of old beta 2 data got left behind on your build. Please post a screenshot so we can have a better idea.
The only reason a ship would not work, is if you are playing as a different race, or you do not have the techs to unlock it.
They should not be, can you make sure that the Designs folder is in your My Games / Galciv3 is still there? if it is the ships should still work. I will need more detail to tell if something has gone wrong.
In beta 2, yes one Pop = 1 production point. However you can boost the manufacturing, wealth or research as they translate from production by building improvements that give % bonus to a particular use. In Beta 3, this will change, as population to production will become a curve. You will actually get more than 1 to 1 on really low population planets, but as your population grows your will reach a point where you get diminishing returns. This will make Factories, Labs, and
We are going to to make a editing pass on all the star name, but we will be a bit more forgiving than some might like, We really appreciate the support from our early founders, and want to be able to use their star names if at all possible. This means we may be making some changes, Translating L33t to plain English, Adding spaces, and truncating some. Hopefully we will be able to keep as many names as possible without to much strain on the players. That said
That is amazing, sadly i will now brake it all so you cant do that anymore. ;) Just kidding, we had already broken this internally shortly after the last patch, you will still be able to do some crazy stuff, but i think we can say that a 47000 production planet will not be one of them. Thanks for the screenshot, very fun.
We have changed some of the distance requirements, so you might be getting away with more than we can, however, I would love to see how you did it if you can get me a screen shot? Is this 12 after getting starbase range extension? Do tell, so i can brake it ;)
We are still balancing the improvements, this may in fact be a mistake on my part. The Altarians in fact should not be getting the entertainment center, there approval improvements are all temples.
I'm back, I have been scolded, it should in fact be ColonyGrossIncome, for math reasons beyond my skill level. We will try and make sure that this is address to be clearer to the user.
[quote]For ProjectEconomicStimulus currently reads ColonyGrossIncome it should be ColonyNetIncome. [/quote] Oh, this is in fact a bug, can't believe that slipped by me so long. Thanks.
Ya, this is not so much a bug as a balancing issue. We will be working on making sure this is not quite so easy as we move forward. It is hard to balance things to have some value early game, without them becoming over powered late game.
That is defiantly a bug, I have fixed it internally, and we will try and get it into a patch ASAP. Thanks for the report.
Thanks, we will make sure this gets addressed.
[quote who="Rhonin_the_wizard" reply="6" id="3497790"] Loved the stream, can't wait for Beta 2. I saw a bug, in the Victory Screen Influence and Ascension have their goals mixed up. [/quote] Good catch... Will fix that ASAP
[quote who="DarkCyberSpace" reply="6" id="3494698"] Could be a simple question: Can you move a part in the ship designer once it's placed? Or do you have to remove it and choose the part from the list again? [/quote] Currently you have to remove the part and place it again, but we hope to eventually let you move them.
This is a known issue in the Tech tree rendering, i thought i had fixed them all, but we will make sure it gets caught. We have to do some more work to the way the trees renders, to allow for the adding of traded race unique techs from other trees.
[quote who="Director" reply="6" id="3492571"] I'd like to second that request for buttons for top/side/front views. I use those constantly in GCII and they are very helpful. [/quote] These will be coming back. Just not hooked up yet. There is allot of polish we still have planned. For selection etc. Hopefully we will be able to address most of your concerns.
[quote who="TheSoloDriver" reply="9" id="3491976"] Just curious if we will be able to retreat in battle? I find it silly the idea that a commander would fight to the last ship. I could see a set up similar to Star Wars Empire at War where there is a 10 to 15 second countdown for the fleet to retreat from battle. In those few seconds they would stop firing and be taking damage. Also this could have other techs associated with it like faster jump times or technology to increase an enemy
[quote who="kestlstw" reply="10" id="3491986"] Are there plans to exploit asteroids and gas giants? Currently population is what makes an industrial world productive, are there plans to add automation to industrialization? Are the current tile sizes set in stone? As they are currently small worlds aren't really worth colonizing until late game when you can add several tiles but even they they are generally p
[quote who="peregrine23" reply="4" id="3491959"] I recently encountered an old podcast in which Paul assured the host that the "eject ship" button would be gone and we would simply be able to move off of planets, shipyards, and starbases. Is that still the plan? [/quote] You can do both now.
As far as i can tell they are working, there might be other bugs making them seam broken. I will be looking into it. Balancing these issues will be getting balanced constantly as we move forward.
yes, just fixed it.
The Protein Re sequencer is a upgrade of the Slavling Recycler. And they are both one per planet, you can only have one on a planet, that is why they vanish from the list. That said we need to make it more obvious when a improvement can only be built once per planet / per race / or per game. We will try and fix this ASAP PS. It is a bug that they were once per race, this is fixed and should be in patch 2 next week.
This is fixed in the local build and will be in for beta 2. Thanks.