Gilmoy

Gilmoy

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

Hehe. I already do that with Excel formulas. Haven't even needed to open the Excel VBA Editor. I plug in my remaining (social bc, military bc) for 1 planet (N.B. assuming 15 bc/mp), and it computes two sets of numbers (to arbitrary precision, but I clip it at 4 digits): mp and slider% to minimize social mp and slider% to minimize military These are always within +/- 1% slider setting of each other. Then I choose the one th

7 Replies 8,647 Views

[quote who="Gandhialf" reply="7" id="3514909"] Did you resolve two-units-in-one-square issue (the one caused by concurrency or something)? [/quote] I think he mentioned fixing this already (although it's buried near the end of a heated thread). From what I gather, the overstacking "bug" was actually a holdover from a previous game (which must have been an Elemental/FE?) as a deliberate (or serendipitous) kludge to counter/neuter a possible exploit by the player.&nb

13 Replies 9,292 Views

Hah -- I love the outright geekiness in this thread [e digicons]k1[/e] Most of your numbers are correct, but I'm sure weaponry has kept pace with the tech. Probably every beam/cannon weapon also exploits its own distortion field to eliminate the Newtonian space, or some similar handwaving argument to make Stardock's abstractions work. Hexes scale linearly in ship components, and So Shall It Be . We suspend our disbelief. I'll note

81 Replies 43,390 Views

Well, every ship takes a fixed number of mps (manufacturing points) to create, based on its hull and components. Each planet can assign its population every turn to 4 separate endeavors: wealth (bc) research (rp) manufacturing/social (mps on the ground = planet hex improvements) manufacturing/military (mps to this planet's assigned shipyard = ship building) So the ship cost in mps, divided by how high you've set your #

7 Replies 8,647 Views

1. From your 1st sceenshot, it looks like Pioneering is indeed the tree item selected (with the left/right glow). The solid fill on Benevolence means you've already unlocked it. 2. Planetary Approval requires Goods & Services > Population. Earth starts with 8.0 pop and 8.0 G&S, so after a few turns its approval will start dropping. To fix that, you must research and build Entertainment items in the Governance tech tree. Hospital incre

3 Replies 816 Views

Also, I think Paul's vision of a typical GC3 game is: All races colonize all nearby planets. All players' ZOCs grow until they merge into Voronoi ridges. All players assemble ginormous fleets with different roles, capabilities, augments, etc. Fleets fight and die so often that a smart player can evolve his fleet compositions over time to react to his opponent's compositions. Somebody wins. Paul

26 Replies 73,509 Views

Asymmetric starts are just an intrinsic feature of 4X-like games. I don't know of any mechanism that balances it well. If it really matters, enforce identical home systems, or identical 30-hex-radius regional templates. But that gets boring, too, in other ways. I think there are two separate issues here, which we should take care not to entangle. New colonies are too self-sufficient. This may encourage spamming (by not punishing it). <l

26 Replies 73,509 Views

No, shutting down an idle shipyard is free; there is no cost. You can click its Resume button in the same turn you give it a new build queue, and it'll restart without loss. If the shipyard already has a ship partially done, I think Shutdown just suspends work on that ship, and it'll remain partially built forever, until you Resume. (Alternatively, you can unanchor the shipyard and move it around, with the same effect: you lose no partial work, and after you re-anc

4 Replies 12,470 Views

[quote who="raelalt" reply="36" id="3514234"] I don't think of it as complaining about balance, so much as pointing out places where balance can be improved. Isn't that the point of beta testing? Pointing out inconsistencies before going to production? [/quote] Yes and no. Even during a Beta test, devs have different modes of time-crunch. (This list is not complete; it's just a sampling.) Major features mode.</strong

81 Replies 43,390 Views

Yes, it is counterintuitive in space games that a motionless ship consumes no supply. But supply and range are game abstractions to eliminate vast amounts of micro. For game-play purposes, any reasonable abstraction is tolerable, and we'll adapt intelligently to abuse its abusable parts [e digicons]:grin:[/e] SE*: Supply is a per-ship quantity. Engines have moderate supply capacity. Supply components have large capacity. Solar panels generate

3 Replies 2,458 Views

You can find a Durantium and an Elerium within single starbase effect. I'm doing it now. A Large map with default settings should have 1-3 places where this is possible. My best single mining starbase had a Durantium, an Elerium, and two Antimatter, and with the +2 hex range increase I would have gotten a 2nd Durantium. Yes, it does placidly mine all 4 every turn, with 4 wavy lines on the map.

7 Replies 7,843 Views

[quote who="tid242" reply="4" id="3513957"]That's because you probably fell asleep fool! [/quote] I did that once in Visual Studio 2005's code editor. I noticed what appeared to be 10 blank lines in my C++ source file. So I highlighted them to delete them ... and found that it was actually one very long line that the editor auto-wraps around at every ~2,048 characters. Hence, that was one line of about 21k space chars ' '.&nbsp

9 Replies 26,317 Views

I'm sure the Combat Revamp will "fix" starbases. Remember that planetary invasions are skewed in the attacker's favor by equally Betanic amounts. It's just a placeholder. Real-life story (which reads like fiction, but I'm sure you can Google the details): First, the obviously true factoids. In WW2, combat plane design was still somewhat naive, and the debate raged over arming your slow 4-engine bombers with defensive gun turrets (vs. ma

81 Replies 43,390 Views

I disagree; I already took that into account. The conversion ratio of 1.0 mp to 15.0 bc rush cost has been constant for all planets, since Alpha 0.31. It's distinct from +production% bonus or +mp/rp/bc% bonus, so it ignores adjacency, planet special, colonization event, Approval, or anything else. It's a hard-coded constant in the underlying Economy 201 pipeline. Until now. Which is why it stands out. I think you're confusing

8 Replies 24,868 Views

Well, the current AI is a placeholder, pretty much unchanged from Alpha 0.31. The real AI is under development, in parallel with Combat Viewer. For now, beating up on the placeholder AI is sufficient for you to test the game mechanisms , e.g. research, build-ups, ship movement, invasions, trade routes, etc. So it's doing its job (for this stage of Beta). It takes great skill to lose Earth to this AI!

7 Replies 25,576 Views

Steam shows total game time per game you own, without subdividing it for each separate instance-of-game you've played. I've played 296 hours of GC3, but that's either one long game or 540 very short ones, I don't remember which ...

9 Replies 26,317 Views

I considered that. But it does list an "Alien Cultural Trash -10%" entry in the manuf hover tab, which combines the Benevolent choice (-35% manuf) with the alleged Thin Atmosphere bonus (+25% manuf, +25% food). So it looks like I'm already getting the "bonus" in my manuf bonus list. Also, none of my other planets (with +mp% bonus planet specials) have violated the 15.0 bc/mp ratio. So these two planets are still behaving differently compared to e

8 Replies 24,868 Views

Micro is the micro-hell scale. Macro is the grand, sweeping policy-level decision scale. It follows that one macro-level decision can cause you to retool your entire production base, move your shipyards, commit to a tech path, and trundle your ships, all to fulfull one harmonious objective. Seen as a tree-of-orders superimposed over your empire, it might dominate and unify 80% of your units (planets, ships, starbases, tech-path). It may persist for 50-100 turns, until

7 Replies 4,405 Views