Is it not obvious why it is a poor decision to allow with no limit or diminishing returns? node10 put it very succinctly: [quote] it's trivialising a large chunk of the game [/quote] And on top of that, the AI doesn't make such ridiculously overpowered sensor ships - which means the human player will always have an advantage in the intel game. I remember the devs saying that they won't add anything to the game where the AI can't
Surge72
[quote who="Maiden666" reply="32" id="3546102"] I don't have a problem with scaling engines. A 1 ton car needs a lot less horsepower than a semi. That said, perhaps stages of scaling would be best. [/quote] In the real world, engines would also have diminishing returns - although to a lesser degree than sensors - so I wouldn't be opposed to those also being reworked in game.
More details would be great. I love the new weapon tooltips showing range, accuracy and rate of fire. Detailed tooltips are fantastic - can never have too many of those.
Press G a few times. It cycles between the three different options.
Give it time. They'll add to the game over the course of the year and beyond.
[quote who="alphaprior" reply="96" id="3542940"] so Stardock should respect that. [/quote] Rubbish. They make decisions that best fit the overall game design that they have, and there is no should about them having to do anything else. If you disagree with their direction, then all you can do is ask and hope your opinion matches theirs. In this case it doesn't, so you'll have to mod it.
I just started a new game to have a closer look, and I stand by what I said. New game as Drengi, population 10, +5 manufacturing from Civ capital, yet 100% manufacturing results in 19.4 production. Edit: Took a screenshot. http://i.imgur.com/czW71UQ.jpg I've also noticed that the bonus of "+5 Total Production" from the Civ Capital applies to Manufacturing, Research, and Wealth, howev
[quote who="TheBirthdayParty" reply="1" id="3541967"] So a planet with 10 people and all planet government sliders set to 100% manufacturing is 10 production. [/quote] Is this still true? I've noticed since maybe Beta 4 that that didn't seem to be the case any more, or are there just very often hidden bonuses on all planets?
[quote who="zingo77" reply="26" id="3542097"] for 5 Betas you gave us full tree! In Beta 6 you limited it. [/quote] They gave us a temporary Tech Tree because they hadn't written into the game the functionality that they always intended. There has been no limits placed. Why would you want just a big page of boxes where you can eventually fill up every single one over the course of a game? That is boring and leaves no difficult decisions for the player to make thr
And yes R-T-B. [quote who="R-T-B" reply="4" id="3542081"] Any race dumb enough to not start with a "Hubble" space telescope doesn't deserve to be playing space emperor [/quote] I agree with this. This however isn't a justification for how it is currently implemented. Rather it is a reason against it, as the necessity for everyone to do exactly this means ther
Sadly working as intended. This is probably what I disagree on the most in the game. The silly stacking sensors.
[quote]Stardock, Frogboy and anyone there, please give us back the full tech tree I'm sure most players will agree with me. Tech tree has been shortened so much and cut lots of good stuff in the game. [/quote] I absolutely DO NOT agree. What is the point in specialisations if they are just the same as any other tech? "Tech tree has been shortened so much" and "cut lots of good stuff in the game" is complete bollocks, to be frank. Mutually exclusive
Yes, I was surprised (and a little disappointed) at that too. Also only looked at the Terran ones.
[quote who="Nastytang" reply="85" id="3541524"] R We Ther YET!!............ [/quote] We are indeed. 2.2 GB, wasn't expecting that.
^^ This is why we need it explained within the game to some degree. Some things are still far too obtuse for players to understand and appreciate in game.
So very looking forward to Beta 6 / Release. One thing I would like to bring up though is the following. [quote]Ships have other tactical battle traits: Tactical Speed Weapons range Accuracy Maneuverability By default, all ships have the same on these so they won’t tend to show up on stats unless they’re different. [/quote] Shouldn't all stats be displayed all the time? Especially as if they are h
Isn't this exercise a little pointless considering Paul said he is redoing them all for Beta 6?
Not sure how to explain in words, so I'll give you a shitty mspaint image: When you mouse over an improvement - either in the list of those available to build or those already built - a tooltip pops us to show all versions that it can be upgraded into, and always including the first one that needs to be built. The level of improvement upgrade that is available to you
Love the mutually exclusive specialisations!
The problem is that adding additional sensors increases the power linearly. Fix that and you are golden. You don't need to have any artificial limits.
Loving these patches [e digicons]:D[/e]
Making these sensor buoys isn't really a clever idea that rewards strategic decisions. It is an incredibly obvious idea that punishes those who do not make such an obviously good ship. If it is so good that literally everyone should always do it (which it is), then it isn't ever a decision whether or not to make one. It is simply a requirement in order to not handicap yourself.
In my opinion, sensor range (and possibly everything such as ship range and weapons) should have diminishing returns. It makes absolutely no sense that each module increases the radius by a fixed amount, in a real world physics sense or interesting game play sense. But again, just my opinion. P.S. More tooltips please!
I really hope there are more to come, with a greater variety of effects. The current ones are nice, but aren't numerous enough nor distinct enough. I've just realised that all I ever post is criticism, so I would like to point out that I am enjoying the game. Beta 5 has been a huge improvement. I would just love for this new iteration of Galciv to be the best, and the new flagship of the Sci-Fi 4X genre.
Just about all of the terrain is pointless. All the different types of cloud and dust are spawned in far too small sizes to matter, and then even if "in the way", they don't offer changes strong enough to really matter - plus any effects they do provide are to all ships inside them, so it doesn't really change the status quo of normal space. One straight forward change that could be made to these (and something which would actually make se