Surge72

Surge72

Joined Member # 3575987
7 Posts 119 Replies 501 Reputation

Sorry for the necro, but thrusters, tactical speed, and acceleration are still all completely undocumented in the game. This is a pretty huge oversight in my opinion. The Tactical Speed stat in the ship designer still has "Missing Info" as its tooltip. This makes me sad [e digicons]:'([/e] . I don't like mysterious mechanics in a 4X, and just having a tooltip saying "higher tactical speed

15 Replies 38,381 Views

[quote who="MacsenLP" reply="9" id="3595838"] I'd make nebulas larger and nearly impassable without tech. It would make the map a lot less open, military starbases might actually become useful GC3 could really benefit from some sort of genuine "terrain" features.[/quote] I agree ever so strongly with this. In fact, during the beta, my questions to Paul during the streams were pretty much only ever concerning the map and how incredibly boring and empty it

18 Replies 61,107 Views

Here we go again yes, but rightfully so. The game will continue to be broken until the silly stacking is fixed. I do not understand how people are against fixing such a gamey / cheesy / exploitive / blatantly overpowered mechanic which removes ALL of the whole exploration thing - you know, that whole first X in the genre's name.

30 Replies 131,039 Views

I suspect you have downloaded someones faction which included custom ship blueprints and not moved them into the Design folder in the root directory. Ship designs can't be read from the mod's Design folder (yet).

4 Replies 8,385 Views

[quote who="Arumba" reply="8" id="3552227"] There was a really interesting reply to my video about a few 'exploits' in the game, here is what he said and suggested: (From 'Dare Daemon') The issue with the sensor range is easily fixed once you look at what's going on. All parts provide a linear upgrade that stacks, sensor range is no exception to it. The thing is that the stat the player cares abo

135 Replies 653,436 Views

[quote who="Dumhed" reply="9" id="3551356"] If somehow they they could animate it like the space battle viewer... now that would be something [/quote] I remember them saying in a dev stream during one of the earlier betas (when invasion was just a small popup window) that invasion was going to use the same battle viewer as the fleet combat.

11 Replies 54,169 Views

I would argue that the one unit per turn is a good argument for not specialising all of your planets so heavily. Without specialising them so much, you could have a lot more Spaceyards being sponsored by many planets different planets late game with moderate Manufacturing instead of only a few with crazy high Manufacturing - thus making better use of the total empire Manufacturing and wasting less.

52 Replies 66,795 Views

[quote who="econundrum1" reply="5" id="3551551"] ^ means to the power of doesn't it so 2*pop*(0.7*pop) essentially. [/quote] Sorry, but I felt a need to point out that 2*pop^0.7 is not the same as what you have written.

48 Replies 136,484 Views

[quote who="mattiscool555" reply="192" id="3550657"] Which is why MP should have never been added. That is really the only thing that is affected. [/quote] What rubbish. MP does not detract from the single player experience at all. And if you would pay more attention, the ridiculous stacking is an issue in single player as the AI doesn't know how to keep on stacking any one thing - so will never be able to make use of the gamey possiblities that the player

233 Replies 1,012,112 Views

Oh look, they agree on the idea of stacking sensor ships being a bad one. [e digicons]:grin:[/e] [quote who="RPS"] The effect stacks, weirdly, so a ship with more sensors can see farther into the unknown. With such a ship, you can pick out the best planets before anyone else is even close. Scouts become unnecessary and exploration is a case of dragging the camera around the revealed map rather than visiting distant stars</stron

4 Replies 11,533 Views

MrStarTrek, you seem to be asking for a completely unbalanced game, while your answer to those wanting it balanced is for them to not play the game well. Do games not benefit from game play being balanced across the board?

233 Replies 1,012,112 Views

[quote who="Maiden666" reply="53" id="3547623"] The first thing to keep in mind is that actually, the AI knows the whole map right from the start. [/quote] I'm pretty sure this isn't true. Or it is at least Brad's intention that it is not true at some point in the future. The AI have to scout out habitable planets, etc.

233 Replies 1,012,112 Views

I always love tooltips breaking down the numbers Hidden maths is also a bit of a pet peeve of mine. It's good to now know how Production is calculated from Population.

13 Replies 7,294 Views

The bonuses from approval are shown in the tooltips for Growth, Influence, and Resistance, but not for any of the three production categories.

13 Replies 7,294 Views

Oh really? I had no idea. Sorry. [e digicons]:blush:[/e] Guess this whole thread can be deleted then. They should probably also mention that production gets a bonus in the Approval tooltip. It currently only mentions Influence, Growth, and Resistance.

13 Replies 7,294 Views

Here we go. A real example showing what I think is an incorrect Raw Production: 2.5 Population, +5 Colony Capital, but 11 Production?

13 Replies 7,294 Views

This screenshot shows the very beginning of a Drengin game. http://i.imgur.com/czW71UQ.jpg New game as Drengi, population 10, +5 manufacturing from Civ capital, yet 100% manufacturing results in 19.4 production. Are there bonuses to raw production that are not displayed anywhere, as my understanding was population = raw production, or is this a bug? Edit: Ah, Colony tile gives +5 too, but still seems t

13 Replies 7,294 Views

Great work so far Stardock. Looking forward to what the future brings to Galciv. (But I am concerned that you are going to have a repeat of Elemental with a too early a release)

10 Replies 18,106 Views