Hexes FTW.....!!! You squares dont have a chance! Let us Voxel you!
Larsenex
Currently Gal Civ III is not in full support of multi monitor use. This was brought up on the last stream and I believe it is something that will get support either at release or via expansion.
That is a good point. I do know the tile improvements, Icons, bonuses and adjacency bonuses are all a work in progress. I would not get too attached to how they are as they are indeed NOT clear and I am also confused by the double 'either/or' bonus on some.
Well we are all focusing on Drengin, but I do know we are going to get Pirates. The same outcry we are hearing now regarding Drengin will be even louder when a post Beta player starts yelling about how Pirates came and blew up his only means to build ships. Even if Pirates are 'released' into a game say 2/3rd into the first Age, there are many players who do not build a single ship till they have medium hulls, life support, and miniturizations to cram more. <
Yea its time to move from Squares to Hexagons. If its really a huge deal just turn the grid off like I suggested in another thread. The game looks simply amazing for an Alpha and if you turn OFF the grid the game looks even better. +1 for moar Hexes.....
I also like the Asteroids causing small damage to ships passing through OR damage over time if at rest in an asteroid belt. Also I would like the old planet eject selector from Gal Civ II to allow me WHERE to eject my ships from Space ports. I had one game where I put the space port between Altaria and its other class 4 planet. I also had an asteroid belt on the other side 'belting' both planets (nice for defense?) but my spaceport ejects the ships right i
You have lots of great ideas here and this caught my eye... All of the sudden a window pops up: CONFIRM BATTLE? Can only choose one option. BAMM! I have no idea where or what happened. Later I discover it was one of my two survey ships… Saw no evidence of the battle as I was on another portion of the map. Took me a few turns to realize it was gone. This happens a couple more times – again I have no idea where or what ship without backtracking.
We can harvest special resources using Star bases. I have both Durantium and Elerium in my 'inventory. They are used in the 2nd tier of techs, the 'Age of war' used for Augments. Elerium can augment both Beam weapons and really make shields very strong. Durantium can augment your Rail guns or your armor. I am testing both currently. Both rare items should be heavy weighted bargaining chips during diplomacy. I think if you have one of the valuable resou
+1 for Hexes!
There are two things you can do. Go to the sponsoring planet and set production slider all the way to the RIGHT, this will zero out production on the starport. You can also click on the starport and go to 'manage' and select 'Nothing' at the top of the build cue. This will again cause to stop building.
Production and income are both based off Population. I do know the higher population, the higher production/income regardless of tile improvements. This is a change from Gal civ II, where you got points from factories, now its a percentage increase based on production.
I remembered that I played Gal Civ II without the square grid on. I did this also just now and it really makes the game look sharp. Give it a whirl. Play without the Hex grid. All needed now is the fix the wavy path of ships in a straight line.
Alpha, I keep thinking we are in Alpha. Its ok for it to be ugly, buggy and hexes.. We are in Alpha..the disclamer says NOT FUN!! Anyway little things like the interface, UI and ship movement are all Polish which Stardock and Brad in general are famous for doing well. I do not think the 'wavy' ship movement will make into release but we will see.
I really like the hex system. Its been a better way to do things in almost all games including old table top Dungeons and Dragons. I agree the zig zag motion is rather silly. In Gal civ II, the ships were able to do Arcs and Straight lines. Both should be doable here in Hex forms. What is really good is the ability to make round shapes with hexes, something you cannot do with a square based map.
yea I too would like a way to remove older ships out of my inventory. "Remember back on those old Ranger mark I's? Well we used to use old microwave ovens pointed out to space for our shields! Nowadays they use the improve Nova-star field generator!" Yea we need a way to remove old starbases or ships but i am sure this will come later.
I went and posted the relevant information to the support site along with debug, savegame and dxdiag.
Greetings. I think I found a bug so I cannot continue on this game anymore. Attached is both the Debug.rr and a save game. I am not a programer so I do not know if the information is helpful but I will let the Devs decide. https://www.dropbox.com/s/nts9wmxv389dwjf/debug.err https://www.dropbox.com/s/itnmwscj3
Fleets are in Alpha. Make sure you research some Logisitics tech so you can have enough to add ships. I am running around with two battleships and a transport in a three ship fleet. The transports are actually faster but reduce to the slowest in the fleet.
Yea here is a good example of my primary production planet Solace... Ah cranking out battleships about ever 3 turns
Lucky, I just searched for the newest released driver that is not beta. Mine that is working without the lines on the map is 337.88. I did not install any bloatware. The only thing I installed was the driver and physX, no sound drivers or the Nvdidia experience. In star wars the Old republic the Nvidia experience was causing issues so I Opted to not have it installed. Make sure you go to advanced installation and check 'clean install' so it wipes out un-needed d
What needs to be coded into the ai is if ...1) a fleet or enemy threaten the starport, then B) can it rush buy a strong ship that turn? If so do it! The AI needs to place protection of the starport as a top priority. You can 'base' ships on a starport just like star bases. I have not tested to see if it prevents the destruction of the port, (It should) if it does not.
From my testing the transports are built without troops. I have been parking them in nearest planet (Altaria) and popping them back out next turn. At that point I do get the slider asking how many to place on the transport. I am getting enormous odds on invasions 175 to 11, Even on planets with 22 billion.
So I noticed that when I build a transport I do not get a warning about population or troops. In fact, you cannot tell if the transport has troops or not. What I am doing is building the transport, then putting it in orbit around the home planet (Population 27Billion) and then ejecting it next turn. I then get the troop slider and I move it over to max. This seems to load up my transports. I have since 'depopulated' the Altarian homeworld from 27 billion souls d
I wanted to updated Everyone regarding the horizontal Lines bug. I did roll back my beta driver and installed the current official driver from Nvidia and the lines are gone. Thanks to Rayman for identifying and fixing the issue!
I will do that today, Thanks!