Our current plan is for each race to have it's own news robot. This is mostly because when creating custom races we don't want you to get stuck with some Altarian guy, or Dengin guy. In addition doing full character models is much more labor intensive, and would prove to be very expensive, and we don't think it would add enough to the game to make up for it in cosmetic value.
mormegil
It's both a feature and a bug, the ship going slightly out of range, dodging nebula's and such, however it should not target anything out of range. As a role it dose not now, but there are a few order of operation issues that can cause it to target something out of range, but it should not do it very often. We are working on fixing it for real, as soon as practical.
We will have some race spastic weapons, but we want them to be special, not just "Terran get this instead of this" that said the base weapons will still be available to all races.
It really should, it runs on my Yoga, which has lower specs. We will look into it, we defensibly want to support the surface if at all possible.
Ya, we will be fixing that. Thanks
This is planned, thanks for the feedback.
I think it is to early to make a dissension on this point. Primary because the players starting at war really makes the ages feel stifling, once the game is more fleshed out, we can better balance the ages. But I am reluctant to just pull them, as they are a great way to help differentiate races, and help keep the the pace of the game feeling right. I think we can balance them to feel more natural. That said, I am open to a game play option that disables them, or even pulling
We have something like this planned, but it will be awhile before we have anything for players to use.
There are a few duplicate names in the star table at the moment, which is probably you are seeing, we will get rid of those, and once we add the couple thousand founders stars you should never see this again.
I just stole that from my docs, they are not public.
You can do that already, but you have to send the ship to the world.
From my design notes for Beta 2. For beta 2, we will be adjusting the The Transport / Colony loading screen, as well as some of it’s behaviors. All Transports or Colony Ships will now prompt when they launch, from a Shipyard, or planet. Transports or colony ships launched from Shipyards, will take p
We will make this more clear to the player, at the moment it dose not warn you in any way.
TROGDOR!!!!
Good catch, we just tested it, and sure enough there is a bug letting you get free ships, if you select them straight form the list, and not from the queue, fixing it now. So enjoy it while it lasts ;)
We will be putting the bonuses back in the tool tip as well, even i miss them, and i took them out. ;)
The planet class curve is a bit on the high side in Beta 1, I have already started bringing down the averages for patch 1. The primary reason we were favoring on higher class worlds was to make sure the players could really test the adjacency system. Now that the game is progressing, we will be focusing more on balancing the numbers.
[quote who="WIllythemailboy" reply="26" id="3483824"] An issue that came up with custom races in GC2: is there any plan to address one-off buildings for races sharing a tech tree? For instance, if I played a custom race using the Thalan tree, I had to make sure no other race in the game used the same tree or I wouldn't be able to build a Hyperion Matrix - the AI player went first and rush bought it the first turn, so the building was unavailable before I even had a chance to go. Othe
[quote who="Gaunathor" reply="21" id="3483738"] Anyhow, something else I've noticed during the stream: while show-casing the Drengin tech tree, I couldn't see the Death Furnaces anywhere. Maybe I just overlooked the tech for them, but their absence feels weird. They were kind of a big deal in the previous games, because Lord Kona constantly threatened to use you, and your people, as fuel source. Granted, the Slave Pits seem to serve the same purpose now. However, maybe you could
Believe it or not something similar to this was coincided, but we found it did not feel like Gal Civ. We really want people to be able to design ships without having to over think each design. The game already gets quite complected, and we did not want to add a source of fatigue. That said I admit that more "realistic" ship designs is an itch i would love to scratch. I just don't think if fits in the current design. As much as i hate to admit it, ship design is only part
[quote who="EvilMonk3y" reply="24" id="3483775"] ^^ I really like the current style stream, would much rather have what we have than something too heavily scripted, is nice to see the enthusiasm about the game and answering of community questions. Any chance we can meet any of the other devs on stream? I understand it is not for everyone but it would be nice when talking about specific topics like the art. [/quote] That's
Understood, about the ungraceful pauses, but these are not really meant to be interviews proper, just a way for us to keep the founders and testers in the loop. And to serve as a window into the sausage factory. As the primary offender I have to admit i could be more prepared if these were proper Q&A sessions, At the moment i normally, just run up the stairs at 3:00 sit down and go, than its back to work. When we get further along and are doing more realistic marketing we
OMG, so many questions, let me see if i can answer a few before i get back to work on the beta. - Spore weapon is back in the Drengin Tech tree. (Sadly it will be disabled in beta 1) - Race tech trees, are partially, re-labeled, in some cases, each has many unique techs, were at all possible each branch is being customized to play a bit different depending on the race. This can be done in a few ways. 1, Move the techs around, 2 Move the Tech age they can be access in. (This
[quote who="Gaunathor" reply="17" id="3483696"] I was hoping that approval would work mechanically different for some races (maybe due to Super Abilities, or the like), but oh well. Perhaps in an expansion? Anyhow, thanks for the answers. [/quote] I did not mean to say they would all act the same, I meant the core math behind it would be the same for all races, some races will for example get bonus for keeping approval high, etc. For the beta we are
The planet traits, are just in the Alpha at the moment, so players can get the bonus, we will be connecting each trait to there own unique art defs, one at a time, as we proceed forward.