Gilmoy

Gilmoy

Joined Member # 3951432
13 Posts 303 Replies 12,180 Reputation

In the [0.42 opt-in] Benevolent tree: [ok] tier 1 Benevolence [ok] tier 2 Mindfulness (known bug: the "to first 3 planets" restriction is not implemented) [_] tier 2 Pioneering does not grant the "fully loaded colony ship". It simply doesn't appear. (It did in 0.41.) See also Rhonin_the_wizard's thread <a href="https://forums.galciv3.com/45754

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[quote who="Franco fx" reply="28" id="3493068"] Now that colony ships auto-launch, there doesn't seem to be an option to load fewer than max population and the number of pods does not matter. Will there be any options for smaller colonies in the future? [/quote] Selective pop-filling is already in the dev queue. For the rest of [0.42], just suffer a bit longer. The [0.30 - 0.42] rule is: The shipyard's primary sponsor (which is

34 Replies 121,350 Views

[quote who="tid242" reply="24" id="3492868"] ... there was talk originally about technologies on the tech "tree" possibly requiring multiple prerequisite technologies - or at least the ability to mod them in. [/quote] It's already like that. The XML can specify any labyrinthine prerequisites (as a flat text list of any combo of prerequisite tech levels and buildables). The tree-based UI just doesn't draw what's in the XML. To

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The best UI cue I've seen for this is (in an old Windows Empire clone) is (generically) a dynamic mouse cursor , which changes shape to indicate what command context you're in, and floats a tiny icon next to the arrowhead with context-sensitive data. For ship movement, the obvious datum is distance. Then the mouse becomes a tape measure . More elaborately, you can float a tiny menu right next to the arrow tip, so

5 Replies 2,750 Views

Is there a Beta console command that will let us peek at a non-friendly planet's Manage screen? Edit: In [0.42-0911], the god console command, which "toggles the ability to manage all empires", does not let you peek at AI planets. In fact: it seems to have no effect at all . I played 10 turns with god mode toggled on, and nothing changed. Or, equivalently :), fli

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G. The Influence Gambit: Consulates before Growth/Research/Expansion With this in mind, I pondered an Influence Gambit (which I'm following in my test game). The concept of current influence as clock has totally rearranged my priorities. End-of-game lifecycle pov. Suppose the game shall last until turn 300. What shall you build by turn 10? <u

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F. Influence-in-space (hexes), Voronoi diagrams, flip-duels I lack data here. I'll edit this as I learn. Your ZOC shows space hexes that are "within your influence" (or "sphere of control"). But ... [_] Do space hexes in your ZOC have Influence as a numerical attribute? Friendly ZOCs evidently merge via a simple max</

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E. Epiphanies I was startled at some of these results. They're non-intuitive ... so we must retrain our intuition . Current influence is a clock. This is ... a ginormous concept, which should cause you to completely re-assess the worth of Influence improvements. It sure flip-flopped my estimate of "lowly" Consulates!! Current Influen

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D2. Influence-to-Radius: Notes and Comments Consider a new game. Homeworld ctor initializes current influence 30. Civilization Capital gives igrowth +2 base points. Assume we keep Approval 100% = +50% bonus tier. Then igrowth = 3. T/A/I all have the Influential (+2) racial trait = Influence +25%, so their total influence = (30 + 0.3t) * 1.25 .</

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D. Influence-to-Radius: Function and Data Math interval nomenclature: Square brackets [, ] denote closed endpoints. I use these when I'm nigh-certain of a breakpoint. Parentheses (, ) denote open endpoints. I use these when my data are too coarse to be sure of a breakpoint. Total influence UI display seems to round nearest to 0.1 precision.

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C. Confound: Starbases The above is for planets only. Starbases add their own twist. Keep in mind that starbases are missing many planned features, e.g. the crew and module effects tabs on the Starbase Manage screen. Surely starbase influence UI will be part of a future Beta release. [_] Starbases do(?) have their own Influence Growth. We just can't see it yet.

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B. Nomenclature and Summary (so far) Cultural influence (or Influence for short) has several parameters, which form a pipeline . These data are somewhat dispersed, so you must do the database join by click-drilling every turn. Every planet has these parameters (in pipeline order). Below each, I list some of the things that affect them. Influence Growth

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GC3 influence was a mystery to me. So I'm delving into the numbers. This is my attempt at a "Culture 101" thread. I will break up my findings into (many) replies, and edit as I improve the upper and lower bounds. My goal is to reverse-engineer the cultural influence equations . We did that for economy, so our collective players' knowledge on this forum exceeds the "Econ 101" thread. As a by-product, I plan to influ

26 Replies 196,412 Views

[quote who="ForesterSOF" reply="20" id="3483477"] And do not forget the races in the Space Empires series. [/quote] SE3 had the single greatest random event I ever saw in a 4X. Planets have happiness. Conquering a planet sinks its happiness to ~30%. You must laboriously build system-wide joy facilities, set that planet's tax rate low, and garrison it with a surviving damaged troop, to coax its happiness up. If planet happiness f

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Strictly speaking, the ratio of (your culture / their culture) in each planet's hex must be >= 4.0 (? -- if that's still the case) . If one of those planets is Iridia with culture of 180, then you need to project culture of 720 .0 + into that hex (?? -- for k>1 turns?) to flip it. Since you say all space hexes adjacent to the planet are in your ZOC (not the AI's), we can infer that your culture in those hexes > I

14 Replies 32,507 Views

[quote who="Rhonin_the_wizard" reply="2" id="3491990"] 11. The Benevolent unlock Breakthrough did not give me any research points. [/quote] Elaborate, please. Did exiting Ideology take you directly to the Technology newsbot? N.B. Ideology +rp awards do give you the rps, but the UI does not show it well . tech rp += 300 [_] not displayed while (tec

22 Replies 27,852 Views

[quote who="sonoyuu" reply="7" id="3492301"]... it is frustrating that when one thing gets fixed, often another gets broken [e digicons]XD[/e] [/quote] That's normal for any game (or application) that uses a hierarchical code model, e.g. OO in C* (which includes C++/C#/Java). One bug (or new feature) could cause an underlying game service or module to change. Then the bug fix (or feature change) will affect all of its (many) callers, not just that one.

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I am not so lucky -- 1st 0.42 game (Terran, large, vs 3 Godlike), I've built 3 starbases w/o problems. What races are you playing?

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I've never played any of the MoOs. I have played Malfador Machinations' Space Empires III, IV, and V. All 3 involve ship design with components, and tactical ship combat, where ship damage is in terms of components knocked out. All SE versions have Boarding Parties as one of the components you can research (and Security Stations as the anti-boarding defense, but I always considered that to be wasted space -- I prefer to defend against boarders by just winning t

5 Replies 4,253 Views

Uh ... I thought that was me! But I'm up to 206 hours [e digicons]:rofl:[/e] [e digicons]k6[/e] p.s. micromanaging really sucks

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[quote who="androshalforc" reply="50" id="3450147"]... when ... [a] word ... has 2 meanings that directly contradict each other it causes me to lose faith in the dictionary[']s authority.[/quote] A dictionary compiles a consensus of meanings, based on current usage and language drift. It doesn't define it. Not even OED2 is authoritative. Off the top of my head: cleave (unto) vs. cleave (apart) sanction (allow) vs. sanction (punish)<

84 Replies 651,777 Views