It occurred to me just before I read androshalforc's post is that the research bonus shouldn't apply to research produced by a manufacturing/research project. Or, it should be gimped in the same way, i.e. divided by 4. Or, here's a thought...manufacturing bonuses shouldn't apply when factories are being forced to do research. One way or the other is perhaps workable.
Bamdorf
[quote who="androshalforc" reply="8" id="3527713"] Quoting tony_2011, reply 6 Also is it my imagination or when I highlight a ship in a stack and then move is it the unhighlighted ship that moves??? you know ive noticed that to i thought i was just going crazy but thats what seems to happen<br
[quote who="Gilmoy" reply="33" id="3527619"] It's correct, as intended. Look at my equation above. Research Project is defined to create raw rp, which then goes through your entire +rp% pipeline, exactly as if you had that much raw production from the wheel. You do get the double benefit of both of your pipelines: all of your +mp%, divide by 4, then all of your +rp%. Let w be whatever raw production you g
[quote who="Larsenex" reply="4" id="3527319"] I turned off my Virtual memory as I have 16 gigs as well. /snip/ [/quote] I (at first) also turned off virtual memory when I got 16 gb. Then I learned that turning off VM represents a fraction of a percent improvement in performance, and that it has some potential side effects, such as introducing instability and preventing the formation of crash dumps. So when one goes to the VM settings, there wil
Short answer, being able to build it is a very nice perk. Being able to build it multiple times would be drastically OP. Same for any super projects. It's not just a question of blue prints, if one wants to think of a rationalization. It's a question of unique people and resources to make it work. Think Manhattan Project. They could have built another Los Alamos, but who would they have gotten to staff it? Where would they ha
[quote who="Gilmoy" reply="65" id="3527208"] I actually wrote a 3-hour response with my reply to the OP (plus some ... sidetracks). When I clicked "Post Reply", it took me to a login page. Logging in did not post it. Going back in my browser cache took me back to the previous reply I edited (the one above). So this damn Forum software ate my post. I'll know to never trust it again. [/quote] I learned the hard
[quote who="Ownwolf" reply="3" id="3527475"] Planning the colony build order is annoying. [/quote] It's not very clear as to what about planning the build order is annoying, so I may be missing the point. Nevertheless here is my take on "colony build order". With adjacency bonuses and "coordination" buildings, such as research coordination and solar power plants, and super projects, the build order and location combined gives a extr
Playing an Immense game today I noticed a couple of things. First, if one builds a second starbase near a relic, if you build relic mining modules on the first one you can still build them on the second, but they do nothing. This makes perfect sense as otherwise would be way OP. I note that if no relic is in range the relic mining modules don't appear in the module choices. In the case I mention, they should not appear in the modules available list
One small point...if you use dropbox, when you get the link, you need to change the last character to one from zero. This is so that when you post it it doesn't stay a link but downloads the picture. Just saying because it confused me.
My suggestion is that rather than applying arbitrary restrictions to reduce player choices, do two things: 1. Make the "value" of a ideology pick increase significantly as one moves up a particular trait line. Then, the benefits of focusing will outweigh the benefits of picking from multiple ideologies. There could also be synergy bonuses --- as you increase the number of picks in a particular tree, the following picks have reduced cost. That makes intuitive
Go to https://forums.galciv3.com/452855/page/1/ and check out the section on submitting a ticket. That shows where/how to send the files.
[quote who="a0152570" reply="11" id="3526817"] Quoting Director, reply 9 Cool should be on the scale between neutral and annoyed: we find you distasteful but not actually toxic. I think it is just the opposite. Think of it in the context of a personal relationship. I can and do get
It took me a while to realize that when the benefit listed is "colony" that means every colony; when it is "starbase" the same, and so on. It should be a bit clearer. Once I figured this out, my priority for mining and defending relics increased about a factor of 100. [e digicons]:D[/e]
Hi back, Let me be a little clearer if I can. I am a bit under the weather today so who knows (better half says what's the difference, lol). Please understand that I am aware that you probably know most of this, but whatever. A computer plays chess by building move trees and assigning values to positions. The important development over the last, oh, say 15 years or is in the position evaluation and the methods of deciding when to abandon a
The OP is absolutely entitled to his opinion. Here's mine. The fundamental reason that chess programs have great AI is that the game is limited in the number of possible moves. Thus, a "brute force" examination up to several turns is possible. It seems to me that a computer being allowed to do that kind of analysis is a kind of cheating in the same sense as has been used in this thread. To be sure, the best programs that can beat grandmaster
https://forums.galciv3.com/452855/page/1/ is a good place to start.
This is an old thread but it does get referenced. I have one change to the Galciv3 column. Independent shipyards: this, imo, is a big change and introduces a lot more choices (like building shipyards for separate nearby colonies or using one shipyard for both) plus some serious tactical issues when on offense or defense. My 2c. Perhaps I should have a "post sale" and charge only 1c for a weekend. Hmmm.
It's a good idea. It would add some atmosphere to the game. My second thought was, don't put anything in the ticker that the player doesn't/shouldn't have access to. Similar to the situation with diplomacy, where now you can find out the exact composition of an AI fleet, without any espionage, information conveyed by a friend/ally, and so forth. But I am thinking that you are hardly oblivious to that aspect.
[quote who="Franco fx" reply="3" id="3525364"] Aw man, don't spoil it for everyone. [e digicons]:grin:[/e] [/quote] LoL, I would add my corollary, which is that developing detailed strategies at this point, or trying write a manual, etc., are not good uses of time.
[quote who="aerez4546" reply="3" id="3523381"] I'm not sure what you are saying/asking Bamdorf. The colony capitol gives +1 adjacency bonus to EVERYTHING (manufacturing, research, influence, population, so on and so forth). This bonus is often wasted by the capitol being placed in a craptastic location. [/quote] My bad for not being clearer. I was agreeing with the OP. A capital on an isolated tile cannot use its adjacencies, er
I suppose if one used a picket line of ships to detect hostile fleets sentry might have a use, but because of the different color, and the possibility of building long range scanning ships it is probably moot.
On a related issue, when you save a ship there is a button to save as template. But...then it doesn't get saved as a build. So you have to remember to save first normally then go back and resave it as a template. That seems like extra, unnecessary work. Or I am just missing something, as per usual.
Hey thanks for alerting me to the short ship names thing. A trap to avoid!
On setting a project, your social production will go towards the project. So, for example, if you have a heavy manufacturing planet, if you need research rather than buildings or ships at the moment, you can set your slider all the way to the right (100 per cent social) and set a research project, and set your wheel to point to 100 percent manufacturing for the colony, and all that manufacturing will go to research. In the case I am talking about, a planet with lots of factories,
The author can always move his post/thread by hitting the edit button and changing the category --- the top line.