1. The easiest way is just to talk to them in Diplomacy and look at what techs they have. It's..probably too easy right now. The other way is to look at their planets and fleets and see what they're building. You can put a lot of sensors on a ship and get a good view. 2. Not currently. I'm not sure when that is coming, but I don't think it will be here by the release. Patch or expansion? I don't know. 3. Things are changing so
Turkwise
The game doesn't yet support Windows 10, and probably won't until it's officially released. (Windows 10 release that is)
[quote who="Franco fx" reply="10" id="3528381"] So, most of you seem to be favoring one tile per tech. Are you saying eliminate the ultra terraform tech and have only the existing one tile techs, add one or more single tile techs? Unless you make each tech give you a choice of all tiles, how do you make an intelligent decision on where to place the tiles each time. <span style=
Doesn't matter what makes sense. It matters if it's good gameplay. Good gameplay involves making decisions that matter.
I have yet to see an AI planet that has any tiles terraformed. I like the 1-tile per tech, honestly. It forces me to make tough decisions. I like that. I wholeheartedly agree that some sort of color-coding would be great to see which tiles are 'salvageable,' 'marginal,' 'near-useless,' etc. It would help with planning. Right now when I use the early techs I worry that my decisions will adversely affect the usefulness of future terr
What do you mean by "for more than one part added?" Do you mean changing the scale of several parts at the same time? I don't think that can currently be done. There is the "reset to default setting" button next to the delete button but that has to be done one part at a time...I don't know any other way.
Adjacency, as it is, is a fun system. It's fun. That's all the justification I need. What's the point of something "making sense" if it's not fun? It's a game. Anyways, about the Civ/Colony capitals - don't worry so much about them. They really aren't that good, and maximizing their bonuses is usually detrimental to your planet overall, since you're better off having large clumps of empty tiles, instead of em
[quote who="Director" reply="2" id="3518072"] I have noticed a glitch that causes it to appear that nothing has been changed in the production list, but if I back out and come back in it shows what I did. THis happens for me with planets and starbases. [/quote] Just a quick side note here, this happens when you enter a planet screen while a ship is still moving.
I'll give an example, one similar to what I often encounter: A tile has a bonus, +2 to research and +1 to neighboring manufacturing. This tile is adjacent to 3 connected normal tiles. Like this: x 0 x R 0 x 0 Where x is no tile to build on, 0 is a regular tile with no bonus, and R is the research bonus tile. The 0's each have +1 to manufacturing because of the R
[quote who="Wargoat" reply="67" id="3527282"] This seems like a non issue brought up by an "artificial intelligence programmer" with no burden of proving his legitimacy in the first place. As the stormies would say.. Move along, move along. [/quote] I wouldn't ask somebody to reveal their identity online. &n
[quote who="The_Biz" reply="61" id="3527168"] until customers expect competent AI, they won't ever get it because developers are lazy (translation: seeking profit instead of quality) [/quote] See my previous post in this topic to understand why "laziness" or greed is not the prevailing factor here.
[quote who="Wer900" reply="3" id="3527176"] I've heard that they are implementing ground combat in the game at some point so the addition of more tiles would be a great asset. If they're implementing a new feature they might as well do it fully formed, with enough strategic depth to be interesting. Besides, a 400-tile planet would be roughly 12 x 33. Perhaps a bit large, but still manageable and allows for better use of adjacency bonuses as far as clustering is c
10x the number of tiles? So you want 400 tile planets? You're basically asking for each planet to be it's own 4X game.
Hahah, yep. The AI is rather limited in their strategic decisions right now. Also, more tweaks to galaxy generation are coming, though "the time ion drives were discovered" doesn't really specify anything because you could go through the whole game without ever getting ion drives... Try different galaxy settings, like having extreme planets set higher than normal planets, it may be more to your liking.
Currently you can't do it, but they have said it will be possible in the future.
A little ridiculous? Once I convinced a civ to hand over everything minus planets - all their techs, ships, including colony ships, credits - for a tiny planet that would be of no use to them, and flip back to me in 10 turns. It's completely ridiculous! [e digicons]:grin:[/e] The game's not finished. I would advise against using exploits because they're no fun. If this were a complete game, it would be a big problem. But as we still haven
It is known. The AI currently doesn't value things very well. It does OK with tech, but other than that, they'll sell you their empire for a cookie.
You need custom factions in order to have more opponents. Currently this can be done through modding using the XML files, but sometime soon (ish?) we will have an in-game custom faction builder and make lots of opponents to fill out your galaxies. A 100-player game is possible. (not 100 human players!) It can be done currently. But it will be much easier once we get the custom faction builder.
Well, it just so happens that every question you asked is.......not yet addressed in Beta. By this I mean we're still waiting for the improved AI and more diplomacy options which they are currently hard at work on. The current AI isn't smart enough to do anything like you described. Planetary invasions aren't fully implemented (you get a little window telling you if you won or lost, and there are no invasion options like bombardment yet) And the relations a
[quote who="Blue_Oyster" reply="42" id="3526791"] Do people expect the higher levels of computer game play (those above where the AI is fully enabled) to require certain advantages? [/quote] Sort-of Yes. Better AI is a good thing, of course. But development resources are limited, and I expect a complete and fun game above all else. I can certainly understand how somebody can be disappointed by AI that's not as good as possible, but
[quote who="BuckGodot" reply="15" id="3526570"] Quoting Turkwise, reply 14 The youtube replay ends abruptly. [e digicons]:([/e] Looks like the Twitch archive goes all the way to the end: http://www.twitch.tv/stardock/b/630455251 <br
The youtube replay ends abruptly. [e digicons]:([/e]
If a car dealer offers a special deal in May, nobody who bought their car in April runs back to the dealer demanding a discount - they'll be laughed off the lot. I don't understand how people get upset about games going on sale - I see it all the time, for many games, and I never, ever get why it's a big deal. If you bought the game, you did so because you thought it was worth it. A developer boosting sales and interest in a game by offering a sale doesn't hu
I was curious about exactly what was said that had you upset, so I found the post: [quote] The limited availability of the regular Founder's Edition is coming to a close as we near the launch of the Galactic Civilizations III Founder's Alpha, which will go out exclusively to Elite Founders who purchased the $99 edition. The last day to purchase the $39.99 Founder's Edition is March 2, 2014 . <
It was your last chance to pre-order. You can't pre-order something that is already available. Yes, the "release" of 1.0 is later this year, but buying the game now (or at any point after its march 2014 early access release) is not a pre-order, it is a purchase. Obviously you had a different interpretation of the term "pre-order" but that's no reason to be upset with Stardock. Sales are often good for the game, the com