BuckGodot

BuckGodot

Joined Member # 3891072
63 Posts 845 Replies 4,128 Reputation

There's been a lot of discussion and analysis over this this thread about this: https://forums.galciv3.com/466422 Admittedly some of it is by Your Truly and I don't want to repeat it all. ;) But the upshot is, things look fine on maps to, oh let's say Large. But after that, it gets hairy. The actual dividing line might be up to personal preference, but I don't think planet generation is porportional as the map

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[quote who="naselus" reply="34" id="3556837"] Quoting BuckGodot, reply 24 Got the exact same number: 208. That suggests it's bugged, since the devs believe we'll be seeing about ten times that... [/quote] Well, the devs and I might be talking about slightly dif

179 Replies 695,020 Views

[quote who="RavenX" reply="32" id="3556829"]Good work. Man those numbers are like a kick in the nads though [e digicons]:([/e] . Hopefully them not changing at all after immense is indeed a bug. Either that or he just didn't change any after immense for testing purposes. [/quote] I checked the values in MapSizeDef, and they are different (368, 500, 600), so that's not it. And I have a brand new fresh install and patch since I redownloaded the game y

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Alright. Time for more empirical testing. All settings Abundant/Abundant/Abundant/Rare (Stars, Planets, Habitable, Extreme) on a Scattered Map with 7 opponents. [B]NOTE: FOLLOWING ANALYSIS DOES NOT INCLUDE THE PLANETS HELD BY MINOR RACES. OOPS. :p SO TREAT AS A ROUGH GUIDELINE BUT STILL MORE OR LESS ACCURATE - SEE REPLY #48 FOR UPDATED ANALYSIS [/b] Tiny: 25-29 total colonizable planets (two tests)

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The other consideration here is the Ideology system. It is heavily dependant on planet colonization. I already had worries about really playing with the tables with the current setup, but as long as there were a good number of planets to colonize, it was still working before one had to go to the improvement building route. If there are "only" 200+ planets on an I/A/A/A game, I can only imagine what it is like on smaller maps (think I'm gonna test that actually). Un

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OK, I decided to do some empirical testing just now. Patched to 1.02., started an Insane Map with everything cranked to Abundant (except for Extreme Worlds which was set to Rare). Opened up the console and hit Colonize All. This is what I got: [img]http://i.imgur.com/iYdL0Pg.png[/img] Errr..... That's... [b]WAY[/b] to small for me. Literally by an order of magnitude. :) For comparison, I was getting 1500 more or less when I d

179 Replies 695,020 Views

[quote who="Frogboy" reply="72" id="3556467"] Quoting Osbot, reply 70 I think 1.02 goes overboard on nerfing star frequency. I'm checking out the changes and I'm not sure if this is a joke or not [e digicons]:)[/e] Abundant stars on an immense scattered starmap looks to have less stars than a rare stars

212 Replies 858,453 Views

[quote who="Franco fx" reply="15" id="3555460"]Yes this is a good one if it doesn't bankrupt you. [e digicons]:)[/e] [/quote] Yeah, the maintenance costs can be a bit of a pain. But, then again, the sweet sweet cash for decommissioning them shouldn't be ignored either (presuming that you get cash for decommissioning them), ;)

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For "peaceful builders" the two modules for the price of one at the end of the constructor line is a godsend. By that time one can usually stack up modules on ships so one can create a fully upgraded starbase with only one or two ships. That's sneaky OP right there. Colonize a new system? Instant fully upgraded starbase. Planning on Culture Flipping some fools? Send over thee or four maxed out double strength ships and start bombarding with influence. &nbsp

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[quote who="joeball123" reply="3" id="3554271"]the Emigration Center is strictly worse, unless you have an influence improvement with a nonstandard level bonus that you'd really like to boost up, and I can't think of such a structure off the top of my head. Even if there were such a structure, it'd most likely be one-per-player or one-per-galaxy.[/quote] I was thinking maybe the Missionary Center, but people build that for the BPs with the influence being a nice bonus. &nb

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[quote who="Natasin" reply="1" id="3554241"] I played since Alpha and influence was majorly broken up until about three weeks ago. Even then, I was able to make significant progress with cultural victory but nothing insane. It's not so much the 10% but if you compound that with a cultural space station then your output can be strong enough with your homeworld to take over a small map. It wasn't difficult a month ago and still not impossible two weeks ago. Besides you&#

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Not sure if this a bug or Working as Intended, but I thought I would comment. Near the end of one of the cultural branches, there is a tech called "Stellar Immigration" (at least for the Terrans, other races might call it something different). One of the things it unlocks is a Colony Only improvement that gives a 10% bonus to influence the colony generates and a +2 adjacency Influence bonus to all tiles around it. Should this [u]really[/u] be 10% though? I get the +2 i

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[quote who="TS22" reply="2" id="3553743"] It seems like it should save as an xml file, I wonder why it doesn't?! [/quote] Time-saving feature for the game, mostly. From what I recall in the mod devchat with Derek on Monday, the game converts all of the XML files into a binary file/code it can understand. The faction files are one of the few things, outside of the ship files (which aren't XML either, for what it's worth), that are created in-game but s

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[quote who="Publius of NV" reply="94" id="3553558"] In another thread Derek said he was slipping in a fix for the 5000 point power reset problem. [/quote] Doesn't look like any XMLs were changed, so sounds about right.

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[quote who="ed4053" reply="8" id="3553330"] from the little testing I have done: X -this determine the size of the map. I tested it with tiny and small maps and every time the side of the map hexagon is X+1 tiles long. 356 I am less sure of this but I believe this is the base number used to calculate the number of things ( at least planets) on

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[quote who="androshalforc" reply="3" id="3553075"] Heres a thought if it crashed when trying to place a ship try making a custom race that does not have any starting ships clone that race and see if it will start with just the two of you [/quote] Interesting idea, though I suspect it'll just crash when it places shipyards. I'll give it a chance though in the coming days when I have time/mood strikes me. :)

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[quote quoting="post"] I killed all the Drengin but I don't know how to lower the precursor shield on Earth. Anyone know how? [/quote] After you wipe out all of the Drengin on the third map, there should be a popup telling you to lower the shield on Earth. At that point the "helper" arrows should be pointing at a tile very near Earth. Send the Crusader to that exact tile, sit back, and watch the show. :)

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[quote who="LongDeadFingers" reply="17" id="3553186"] Btw, is it Brad who is "lead designer" of GalCivIII? If so, then it would be great if he's the one who mentioned liking space monsters a lot in the stream. [/quote] Brad is the CEO of Stardock. Paul Boyer is the Lead Designer of GC III (he's the one who is on almost all of the Friday GC III devchats). But if Brad wants something in the game he can "discuss" it with Paul. ;) What happens then is e

32 Replies 142,638 Views

The promised new achievements for 1.01 are now live. :) I've updated the OP, but for those who want to know the new ones, here they are: Boldly Go (Use a Worm Hole) Danger Zone (Survey an anomaly in a dust cloud/nebula) Merchant Empire (Have 12 or more Trade Routes) Greedy (Collect 15 Anomalies in a game) Precursor Legacy (Control all Relics on the map) All Your Base (Destroy an Enemy Faction) Exterminate (Destroy the Iconian faction, as the Yor)<br /

15 Replies 45,867 Views