How do we get it? I just tried launching (from my Steam "Play" button). In my Games bar, for "Galactic Civilizations III" (my only entry), the "[opt-in]" suffix vanished. (I had the 0.41.2 opt-in.) I didn't see any download progress or pause. Once launched, the Main window still says "Ver 0.41". Should I delete all local content and force it to re-download?
Gilmoy
[quote who="eviator" reply="2" id="3491291"]How long is it before the end of the Age of Colonization? It seemed about 185 turns.[/quote] One of the XML files shows that Ages are "points"-based: 0000 = Age of Expansion 3000 = Age of War 6000 = Age of Ascension 9000 = Age of Victory (but it still displays the string "Age of Ascension") Now, these do not seem to be the total rps you've spent.
happy happy joy joy goshdang it Stardock, I have work to do today happy like the dogs at the beach video
Well, remember that the Ages are an abstraction for many detailed restrictions . From a game-balance perspective, your actual choices are the following two: A simple tech tree, with Ages A tech graph , with wide branching factor, many more dependencies, and rules (but no Ages) You can't just discard the Ages and keep the same simple tree. That's surely broken, and the tree was <strong
#1 = planet tile bonuses, e.g. Deep Caverns, Haven, and two Planetfalls per planet. (I love that one -- they must have tied to be first ones down) Yes, the green up-arrow is for the improvement in the tile itself. The four orange arrowheads is for all improvements in adjacent tiles. [Bug] It should be six triangles , one per side. Four is an anachronism!
Disregarding the 0.41.2 bug that all Hyperions seem to have no effect ... what if you give them +Military levels from adjacency and tile bonuses? Is their +10% based on Military level? Then: +3 Military: Deep Caverns hex +4 Military: adjacent to a Slave Pit +5 Military: other adjacencies Do you get a Hyperion with 12 levels and +70% supply/capacity/hp? [e digicons]:omg:[/e] I'd play Drengin just to get that</e
Proof! Reload again, and ... they're back! Edit: This seems to be a visual tree-layout bug only. The Age of War techs are still disabled (grayed out), even though they're drawn in Age of Expansion (and I have the prerequisite techs). After 1st reload (with correct Technology tree): <img style="vertical-align: baseline;" src="http://cloud-4.steampowered.com/ugc/46481217783763622/64F155A2B729077521345532569FD6B66796351B/" alt="" width="1538" height="8
The Far Upper Right Synod of Seventeen AIs has purchased a new FullHD monitor and 2 TB SSD from your linked Amazon account!
I started a new game as Altarian. Through 46 turns, with several re-loads, and at least one exit/hibernate/GC3/load, my technology tree consistently showed, in Age of Expansion: C3 Industrial Specialization C4 Advanced Construction C5 Construction Optimization/Optimized Manufacturing C6 Precision Manufacturing in Age of Expansion -- should be Age of War for Altarians <s
Altarian ships seem to do this with components. New game, Altarian. Designer, either Constructor M1 or Colony Ship M1, Use Design. Now clicking on any of its components does not highlight anything. Double-clicking on any Life Support in its components list deletes all of them . Terran stock ship designs don't exhibit this problem.
From comments in the dev stream, Ages are a scaffold to help the AI. That's a substantial consideration. It's Not Just About You. It's also been pointed out that Ages can abstract away a rat's-nest of interconnected dependencies. You could replace Ages with dozens (hundreds?) of new cross-tree dependency links for "realism" or storytelling. That would incidentally prevent (or punish) beelining. But the UI can't even display a
Nice pictures. I called this idea "isolines" in Athlgrond 's Planet Management Suggestion thread.
Yup. Not bugs (we think); this is how approval will work. The Beta 1 UI just doesn't display it well (but there are many other things it doesn't display, either). Expect Beta 2 (or Beta 1 patch 2) to be an epochal shift in UI and numbers. Paul commented in a dev stream that his intent was for approval bonus tiers to be smooth(er), not steep staircases. No more clicking 1 pixel at a time for a 25%-to-40% step up.
Wait 20 minutes later ... Wait ima walk the dog
Agreed; but this is a known issue. In one of the August dev steams, Paul mentioned that we're seeing an incomplete transition (metamorphosis?) from the original concept of shipyard-as-starbase. Hence, they must share a base class :) for their common attributes: hit points position renaming UI sensors can dock fleets display-ability in the Starbases list They just don't (yet)
B3. Govern all planets For each planet, I check its build progress. New planets (colonized or conquered) impose light cognitive load, because most turns they don't complete anything. Glance and skip. I always disable auto-upgrade for every planet, and do it manually. [UI] Govern global option. I rarely assign many tiles in advance. Double-clic
B2. Upgrade ships I wonder if the ship upgrade mechanism is a placeholder. We didn't have it in Alpha 0.31, and it got added for Beta 0.40. [Bug] Upgrade costs are not deducted! (yaay! until Beta 2) Possible cause: it looks like the same window as a Quick Build, so maybe it's the same bug. [Bug] After upgrading all ships in a starbase(?) (and after it's done), each shi
More 0.41.2 gameplay comments. I will try to steer my comments to what I call a gameflow level. That is, I'll take a tour through my actual in-turn play-by-play methodology, and note whatever sticks out as being ... not smooth . Generally, anything that forces me to pause and drill will interrupt my trail-of-thought, and become a gameflow obstacle. These lean toward repetitive player tasks, and whether the UI handles them well
First, I'll give a perspective on Beta. I'll use this to wave off entire categories of bugs as "straightforward, not worth harping upon". Then I'm going to steer toward the gaps, like a survey ship on Meander. A. Metaphor: Beta as onion, with unfinished freeway ramps Of course, I'm just a (newbie) player, with no knowledge of Stardock IP. But it seems to me that we've been entrust
Note that IEC/NIST have long ago (2008 :)) disambiguated the SI prefixes. K = kilo := 10^3 M = mega := 10^6 G = giga := 10^9 T = tera := 10^12 These are strictly decimal prefixes now. There is no more ambiguity. New binary prefixes have been created to take over the 2^10 role. Ki = kibi := 2^10 = 1024 Mi = mibi
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Well, open competition vs. players just as skilled as you will already encourage that. But within your subset of core techs ... take them breadth-first! :) e.g. I've taken 39 techs without W3 Weapons Specialization, and its cost is now >= 6*46 + 1 >= 277(!). I'm going to get that cost up to 400+ before I do weapons. This strategy is viable against the 0.41.2 placeholder AIs (even on Godlike), but it surely won't work in mu
i.e. what we need is a deeper hierarchical organization of ships, where we already have: tier 0: ship tier 1: fleet of ships (limited by Logistics) and we want: tier 2: flotilla of fleets (limited by Developers) :) tier 3: galaxas of flotillas tier 4: haderachs of galaxas inexorably approaching: tier n : shelvings of galcivs That's what "Ascen
Here's research cost creep in action. Before surveying an Artifact, I always switch my current tech to a brand-new tech at the highest level I'm eligible to begin (and then switch it back). Twice, I won the little lotto of "25% of your current tech project". I haven't touched either tech since. The grant amount stayed the same, it's the bars that got wider :) <img style="vertical-align: baseline;" src="http://cloud-4.steampowered.com/ugc/46481