A huge interest for me is the chance to play on insane level, and see how the game changes. On smaller maps you meet everyone right away and judging the situation is not too difficult. On insane size, all that should go out the window and it will be a brave (or crazy) new world. And yes I agree, everything to help with repetitive tasks to reduce micromanagement in such a galaxy is also huge.
Bamdorf
I still once in a long while get freezes although I have 16 gb ram and a page file of about 22 gb. So I am really thinking that the amount of ram isn't the problem. It's probably the toughest debug there is though. At least in a crash frequently it will be reproducible and a crash dump file will be produced. It is true that you can force the creation of a dump file using the task manager when a freeze occurs before you kill the game process, and send a link
I have heard it mentioned that if you try to get a refund from Steam, you might get it the first time. If you do, you will never get another refund. Course this is almost at the level of rumor, but still. So one might suggest taking deep breath before going that route. I might add that I have 60 games now, many just to try out, of course, any many with the hope that someday I will figure them out (Paradox, lol), and a number that I have added even though I had
I will look at the rest when I get a chance, but here's something I noticed: my calculations (based on another poster's suggestion) is that the actual formula for base production is 2.1 * X ^ 0.75. Curious because the numbers in the global defs say 2 and .7, but whatever.
There is a tab labelled "coming soon" for colonies, which I imagined would be something like the colony list in GC2. Why not similar lists, not just for starbases but for shipyards as well. Or does this violate the "no spreadsheet" clause. They would all be much more useful than the admittedly useful displays on the right side of the master screen.
[quote who="Franco fx" reply="9" id="3528386"] Quoting Bamdorf, reply 8 So you are just another of the youngsters on this forum (compared to me I mean). Oh well. Sometime I hope to meet someone my own age. LOL, Bamdorf, I am 75. Bet I have you by a few years. [/quote] <p
[quote who="Turkwise" reply="8" id="3528334"] Doesn't matter what makes sense. It matters if it's good gameplay. Good gameplay involves making decisions that matter. [/quote] It's fun when things make sense as it adds to the immersion. So incorporating such as can be done is a good thing. But in the final analysis, Turkwise is 100% right. +1 Hey, chess, first strategy game I played seriously. Almost nothing mak
Should have done this weeks ago, oh well here goes. 1. Diplomacy I like having a lot of diplomacy options --- for trading, for treaties, for goading another empire to attack a third party, and vice-versa. The key to fun diplomacy is then determined by the intelligence of the AI. For example, a smaller empire should be extremely reluctant to trade an offensive military tech to a larger empire, even if that empire is behind in research. And if the rules allow tech brokering, suc
Try a file system check. Run a dos window (cmd as administrator) and sfc /scannow. If you have a bad system file you might catch it, and sfc will try to fix it. To double check how to you can check my help file https://forums.galciv3.com/461332/page/1/#3524118 I had to reinstall windows because of this, and it was nice to know that there actually was problem (windows couldn't f
[quote who="Stohrm" reply="6" id="3528352"] Then again I'm almost sixty; so I guess it's time I stop playing "kids" games... ...thought this was way beyond a "kids" game; but I see I was wrong. [/quote] So you are just another of the youngsters on this forum (compared to me I mean). Oh well. Sometime I hope to meet someone my own age. Seriously, giving ideas and making suggestions is just about exactly what this forum is
In GC2 a planet had colored tiles to indicate which terraforming tech was needed to add a tile. That's part of what you are talking about. However, this clashes with allowing the player to choose from multiple locations and use adjacency. Perhaps tiles that might be terraformed in different ways could be colored from the start but a limit of one use for each tech maintained, with the abstracted idea that planetary resources (water especially) would only allow that much
I am guessing that the recent sale, which appeared to bring in a lot of new players and a lot of new feedback (which in the long run is a good thing imo), is something that the devs will want to digest before releasing the next beta, especially as regards game stability, i.e., crashes and freezing. I am also guessing that the timing of this sale wasn't necessarily what SD wanted...Steam offered to feature GC3 and they could not say no. Again, a guess. That said I thi
[quote who="BlackMerlin" reply="132" id="3527753"] Starting to feel sorry for Frogboy as this thread is getting to be rather long. some ones got ALOT of reading to do [e digicons]:D[/e] [/quote] Personally I am betting Frogboy is very happy with the response. Shows a lot of people care and also shows that there are a lot of ideas out there. A designer lives for ideas (or should). Win-win-win. Just my guess tho.
What I meant was that if I change the scale for a part, the next part I do will revert to the previous scale setting...which at present is about 10% of normal size. I will try the set defaults...duh. OK I think I have figured out my confusion. The default setting is 100, which on larger ships is towards the left end of the scale setting. DOH, 100 means 100%. I had thought I had been able to change the scale and then use that new scale repeatedly. Th
Perhaps the best compromise is to require a scaled number of turns to upgrade depending on distance from a shipyard. The process of sending out parts and so forth would remain abstracted. Decide on a appropriate speed for the parts ships and set the turns accordingly (Maybe your best current engine speed). So a ship 100 turns away from a shipyard might take 10 turns to upgrade. No more micro than current, and a difficult decision for the player on whethe
I think the idea of making several different types of modules that could be built into a colony ship sounds very interesting. At a minimum one would be a base camp. Further, being able to send the colony ship back for a another trip (without any modules of course) would make sense. The whole thing would depend on the greater part of the building expense being the modules as a whole rather than the ship. Yes, it adds micro, but a potentially very interesting micro.
How do I reset the part scaling in the ship designer? Somehow while adding parts I wanted to be small it got stuck near the far right end of the scale, and I don't see how to put it to a different point for more than one part added. Obviously once again missing something obvious (sigh). Thanks in advance!
[quote who="maniakos" reply="16" id="3528172"] Quoting Bamdorf, reply 9 Quoting maniakos, reply 6 The way the production
OK. it looks like raw prod = (2.1 * (raw pop)^.75 +pop capital bonus) * (1 + production bonuses) gives answers that a fairly close to the results displayed in the game for half a dozen colonies from the above mentioned saved game. *in this case the only production bonus is from high approval. Note: bonuses labelled manufacturing are not used to calculate raw production. In each cash manufacturing and social were both set to 100%. &nbs
@androshalforc: Thanks, I will be checking this out. Can't help myself, lol. However, I wonder if the numbers in the global file being 2.0 and .7 mean that it has been fine tuned to 2.0^.7 --- should be easy to check.
[quote who="maniakos" reply="6" id="3528014"] The way the production bonuses are aplied, makes high morale and the production racial pick imba since it is applied multiplicatevly and not additive with all the rest of the resource bonuses. Also since it's applied to all specializations, all of your planets benefit from it, in constrast to the racial bonuses to specific resources. In my book that will always be a mandatory pick in all custom races. [/quote]</
@ Unknown_Hero Thanks for finding those entries, but I don't know how they affect anything at the moment. In fact, if I start with Iridia and set research 100%, , I find that pop =10 (about the point that pop should equal production) and capital bonus production is 8. I also get an 11.6% boost from approval (a global multiplier) and 10% racial for "cleverness". 18 * (1 + .116 + .1) gives 21.9, which is very close to the displayed value of 22.1
@peregrine23: Thanks a lot! Somehow I missed the point about different levels of base production as a level of population. Makes it a bit difficult to reproduce numbers without knowing the formula...which I think is an important part of testing, but whatever. So my original idea that approval bonuses apply to base production (because the tool tip says "production") is valid, while those labelled manufacturing apply after base production is determined, to wit
I can see the attempt at alternating colors. But is distracting for me I think because I am straining to see the lighter colored entries. Might be useful for highlighting entries I haven't visited, though. Hey it's worth trying things out but for me it's not an improvement. Just my 2c.
I thought after doing a number of calculations that I understood the formulas for production and projects. But of course I couldn't stop and kept checking. Oops. At turn 133 of an immense game as Terrans I have a very new colony, Xaanadis III. The details are shown in the screenshots below; the save file is here: https://www.dropbox.com/s/2c4oy6ltijerjul/hum11.GC3Sav?dl=0 So