[quote who="Illauna" reply="1" id="3541584"] I'm trying to find the source but it will be in 1.1 not at release [/quote] Mentioned by Brad over in his massive Where Things Stand post over at Steam: http://steamcommunity.com/app/226860/discussions/1/618460171327189089
BuckGodot
Seen this as well, sent in a ticket about this last week ([#XEY-366-16469]). :)
8. Having a list of all non-owned planets that I am aware of, preferably sortable by class, type, owner. This was a godsend in GC II and I miss it terribly in GC III. This might not be implementable by launch, however. The sooner, the better on this one, though. 9. Being able to restrict the shipyard ship list/ship designer list to only show ships of a certain hull size via user choice. I get that the ship list is going to grow and grow and grow as players desi
[quote who="Werewindlefr" reply="13" id="3540949"]I'm not sure the game will be sufficiently polished and balanced on release day.[/quote] But this is the main problem. What [u]exactly[/u] is "sufficiently polished and balanced"? Especially the word 'sufficiently'. This is partially a rhetorical question and partially isn't. Mostly because I don't think it [b]has[/b] an answer. For me, the comparison would be Civ: Beyond Earth. Now [b]
[quote who="Bamdorf" reply="10" id="3540937"]I agree with what you said, and I think you might be right about insane type maps with the penalty issue. But I just wanted to mention that I discovered in my current gigantic game (I have about 30% of the map controlled) that the approval stuff one can build on starbases is very handy. Strange though to be building up a SB and start with three factory items (for a manufacturing colony) and then add a recreational fa
While I do share some concerns here, I would remind all that the phrase "Perfect is the enemy of good" is considered a truism for a reason. First and foremost, the question should be "Is the game stable?" Not even "bug free" because that's pretty impossible in modern gaming, but "stable". If the game is stable and not going to crash to desktop every 30 minutes, that's already ahead of the game in many respects. Right behind the first question is "Is the game
[quote who="aerez4546" reply="29" id="3540679"]And declaring war and destroying any influence starbases anywhere near their territory is a tried and true method of preventing the loss of all their worlds from culture flipping that the AI SHOULD use. I know that I would mostly certainly blow up any offending starbases planted in, or even near, my territory; and I WANT the AI to be smart enough to do the same. Of course that would all depend on the AI's "personality" somewhat al
[quote who="Empress_Fujiko" reply="32" id="3540706"]In GC2 you can pay another faction to go to war with someone and also supply them ships that you positioned near resource-starbases. Sometimes they use those ships to destroy those resource-starbases - and if you also positioned a constructor there, you could secure that resource without going to war yourself. [/quote] And you can do that in GC III as well, though I am uncertain as to how the mechanics exactly works. Th
[quote who="Avatar137" reply="27" id="3540540"] Yes, the syncing is off, plus I was a little bummed that it's only in 360p too. [/quote] It's at 720p now. I've noticed that it takes time for newly uploaded videos to fully "up convert" to higher resolutions. Whether that's because the higher resolutions are still uploading somewhere/how or it is because YouTube itself is still processing the higher resolution files, I have no idea. But it'
The problem with forcing Open Bordere or Declare War is you are taking a prime strategy away from players who pursue Influence Victories. Culture Flipping planets via Influence Starbases is a tried and true method to victory. Now, yes, the AI should take the fact that you are trying to McDonalds them to death into account on how it views you. But, well, it wasn't an instant DoW in GC II, and I see no reason why it should be in GC III.
[quote who="androshalforc" reply="2" id="3540541"]constructor spam .. definately nailed it [e digicons]:P[/e] [/quote] Admittedly in the "late game" (which is what Brad was talking about) one can load up ships with enough consturctors to completely build a maxed out starbase in a couple of turns. Hell, if you grow fast enough, you can get those crazy ships in the "mid game". I'm already building ships with 12 constructors on it, and once Helios Ore starts work
I didn't see it mentioned, but I hope a balance pass was made for the Large Empire Size penalty on very large maps, as Paul mused on last weeks devstream. Because right now it's going to be virtually impossible to keep approval high on any map with more than say, 700 planets on it. Especially if anyone is going for a culture/conquest type victory. Perhaps it'll be different if/when Approval Relics are fully fixed and/or all the techs in the tech tree are unlocked
I mentioned this in last weeks devstream to Paul, and he sounded surprised at the ratios. He said he would look into it and see what was going on. Whether he did or not (he [u]does[/u] have an awful lot on his plate right now ;)) only he (or the rest of the coders ;)) can say. :)
[quote who="BuckGodot" reply="25" id="3540231"]****SNIP**** I'll be sending in a ticket on this tonight, along with the observation about the XML from androhalforc. [e digicons]:)[/e] [/quote] Annnd ticket (#EEC-690-5993) sent. :) .... Whole buncha other tickets concerning Beta 5 Patch 3 sent at the same time as well. :p
Don't forget, on Abundant maps, there will often be systems with four habitable planets. Getting those to be colonizable easily would very much be a game changer. Espeically if one has the benevolent trait that instantly adds 5 pop to all new planets*! *Speaking of which, I never quite realized just how friggin' powerful that one is (it didn't help that it wasn't working until recently)! [e digicons]:O[/e] Just start spamming ou
As I mentioned in previous posts, I've finally had the chance to really sink my teeth into Beta Five on an Insane Map (having to start over after every patch set me back a bit ;)). Well, I've found some more oddness with Approval Relics. Almost certainly because of the XML stuff mentioned by androhalforc. I was merrily puttering along, keeping my approval at 100% thanks to several Approval Relics I had found. Once I hit 100 planets, however, my approval start
As of Beta 5, I see that the Declare War On option is in (though, admittedly, I'm not sure of the mechanics of it yet - it isn't clear to me how the game determine who is eligible for the option). This naturally makes me wonder if/when we'll get the other side of the coin: Brokering peace between warring factions. While I didn't use it as often as I did the "Make War", occasionally I did find uses for "Make Peace". Especially if I didn't want a fact
Are you loading an old ship design? Ever since Beta 5 dropped, I've found my old designs pop up if I have the components unlocked to make them, even if the hull size can't fit it. No, I haven't sent in a ticket yet. Been busy, I'm afraid. But I plan on sending in a mess of ticket observations some time this week/end. :)
[quote who="Wer900" reply="21" id="3539770"] Would there be any way to mod out mutual exclusivity for specializations if we so desired? Or is it hard-coded? Esp. with regard to colonization techs, exclusivity could be a problem. [/quote] I took a look at the XMLs and it doesn't seem that hard to mod out. It looks to me that the only thing that defines a tech as a specialization is when the following is in a tech: XXXXXX <
Not a fan of exclusive specializations either. Definitely gonna be one of the first things, if not the first thing, I mod out on my "home mod".
[quote who="node10" reply="2" id="3539153"] Seen this twice now. Yeah, a tad overboard. [/quote] I admit to being perhaps [u]slightly[/u] sarcastic in the thread title. :p
[quote quoting="post"][e digicons]B)[/e] Change it to "30 stored manufacturing" boost so you can build your first level 1 building in 1 turn. [/quote] That screws over factions with the Colonizer trait thou. ;) The solution here is rather simple: Don't take it until one will have at least 6 units of food on each planet (easily doable via techs or trade resources). Then send out all of your colony ships with only .5 or 1 pop unit.</
I saw someone else complain about pirates in Beta 5 opt-in patch 3, and I have to agree that I think they've been beefed up more than a bit too much in the latest patch. First, some background. As I understand it, one of the reasons a faction's initial survey ship was given both offense and defense was so that it [u]could[/u] be able to scan the occasional pirate infested anomaly and survive. From playing around in patch 2. I found that my initial survey ship could
Thanks for this! :) It's funny. Instinctively I [b]knew[/b] that 8 major factions would be far too few for an Insane map, so I made 8 others to go with it (they were just "alignment flipped" versions of the pre-existing ones). But even with 16 majors and who-knows-how-many minors, I was finding Insane maps far too empty of competition. Sadly I'm just not up to creating 56 other custom factions to "properly" fill out an Insane map. :p So I'm gonna ha