We could rename it to ... "Merciless" [e digicons]:grin:[/e]
Gilmoy
That's by design. Progress through ideology trees is breadth-first. You cannot save points and skip tiers. The bug is when you have insufficient points to unlock, but it thinks you do, which traps you. Probably a round-off error.
Currently, no. It's a known issue. Paul mentioned in a stream (~1 month ago) that shipyards should show something more appropriate.
Yes, it's a bug. Noted in 0.42 Beta 1, and evidently not yet fixed. (IIRC, it wasn't even enabled in 0.41.) Abuse it as much as you like until Beta 2.x [e digicons]XD[/e] Use it to speed up your ability to investigate new bugs deeper into the game, e.g. test whether ship defenses work. Beta 2 is now a bug hunt, and it's a target-rich environment.
I see these as "XML typo" class bugs, rather than engine/guts changes (code, font, etc). Pushing code changes is tough (and requires a major build and d/l). That's what Beta 2-411098 must be. Pushing new XML is easy. That's a hotfix patch, which they can do any time. They surely have a batch of XML fixes ready to go, but first they wanted us to find major crash bugs. Like launching a colonizer :) ok, we found one<
Beta 1 bugs that persist (not yet fixed). Not a big deal; probably deferred to Beta 3 or a 2.x patch. [_] Black holes still twinkle through Fog of War. (Huge map) [_] Planet Approval: discrepancy of cornerbar to sidebar is still (up to) -1% low (which causes the Planet Manage screen to miss the proper approval bonus tier). Old bugs (that may not have gotten attention): </stro
Beta 2 = Ver 0.50, BuildId 411098. Released Thu 10/16 ~13:16 EDT. Yaay!
Properties | Local Files - BuildId 411098 . Ver. 0.50, Beta 2!
The Day of the Triffids is one of the great little sf books, and a truly dire Hollywood movie. Greatness of book: Triffids learn(!) to herd blind humans . i.e. it's all about population and farms, and they're the farmers[e digicons]:pout:[/e] we're food The triffids don't-lose. In GC3 terms, your 8 nearest neighbors' invasion fleets are packed 6-deep around your last planet, you're not-that-close to
Actually, those are three open-braces. They are rendered in 3D, they have just emerged from the jump gate, and they are moving toward you. They look foreshortened because you are very, very close to them.
I liked using the Jandor's set (Saddlebags + 2 others?) for bonus uncolored mana for my Fast Colossi of Sardia deck , with 9/9 Trample each. Durn AIs always crumbled before I got 3 in play ... And some permanent-removal to kill Aladdins. I hate Aladdins. More deeply, it is fun to spot an opportunity, design, build, and play a clockwork combination, and see it work the way you intended (or nearly so). I loved it w
I'm, um ... getting work done. I wrote a draft. I watered a plant. I watched a total lunar eclipse (and saw Uranus as a small blue-green disk in my 12.5"). I cloned my vorpalized HD (you hear a high-pitched whine) onto an SSD, thereby rescuing my GC3 Excel macros. I will soon buy into the Sorcerer King early access deal for -15%. Beta 1 reports and complaints of all sorts seem to have tapered off. We're all saving up time blocks for
I think the OP means "trades" as in diplomatic bartering for techs/planets/open borders and stuff, not "trade routes". He wants Lord Kona to list prices for everything, like a shopkeeper in an RPG, so that we can shave the margins closer without tedious trial-and-error. Actually, that sounds like a legitimate function of a society's diplomatic corps: knowing, or guesstimating, what values an alien culture places on various commodities. They should brief you with their
ZOCs popping in the morning [e digicons]:star:[/e]
Both correct, but different issues. [Toxidyne] If you use a multiple-ctor to issue the Construct Starbase command from the pop-up menu, then it vanishes and builds a vanilla starbase with 0 construction points. The "extra" k -1 ctor modules are simply lost. Known Alpha/Beta-1 bug, already scheduled to be fixed (or changed). Maybe it's already in Beta 2. [RSharaE] If you move a constructor into an
Cute: Cheep Constructor! cheep, cheep Undo button for starbase modules [e digicons]:w00t:[/e] Pop-up: "Choose it's home world" ==> its Diplomacy: The "It is time to go to war" button seems too easy to select. Maybe tile the buttons horizontally? Then again ... maybe it is a good thing that wars are easy to st
Space Empires 3, 4, 5 have exactly this. There are 3 resources: mineral, food, radioactives. Planets (and minable asteroids) provide variable quantities of each. Buildables cost various amounts of each. Normal races "spend" 95%+ mineral, but oddball races can tweak their ratios, e.g. races that have Organic components might spend 90%+ food instead. It doesn't really change much. You still colonize everything you can, fill all bins as efficiently as yo
Food is max pop. 40 food = 40 bp max. There are no other factors.
I already took Empathy! I took Breakthrough because I had to [e digicons]:bebi:[/e] can't exit the Ideology tar pit without unlocking something
Beta 1 ignores ship defenses . Known bug, fixed (we hopes!) in Beta 2 (later this week, oh plz) In each tactical round, each ship shoots its entire firepower at 1 enemy target. Excess firepower beyond the target's hp is wasted. How many enemy ships were in each fleet? How many hp did they have? How many hp do your ships have (each)? It sounds like your ships are mediums(?). Who survived?
Mmm. My notes span many pages now. Handwritten hardcopy actually persists into the Age of Tablets ... I have entered the Age of War on: turn 101 in my Technological Capital game (Terran) turn 087 in my 1st Benevolent game (Terran) turn 108* in my 1st Influence Gambit game (Altarian) I actually entered it during turn 108, because I colonized a planet manual
Physical boardgames have this problem, too. Most impose a stacking limit of counters in every hex. Cardboard counters are opaque. So ... you can't easily add up how many combat factors are in a hex. You can't sweep your gaze across the board and see it in terms of a histogram of summed combat factors. You can't even keep track of your own units. The physical solution is: long tweezers, and a great deal of fine
Briefly: try breadth-first (and see how it goes). We know that GC3 implements tech cost creep , which increases tech costs in rp per level as you gain techs. We don't know the equation for the cost creep function. But I think it's pretty intense, in the ballpark of 4x or 5x rp cost per tech by the time you reach Age of War. I have an annotated screenshot posted on my Steam wall that shows a 25% tech level award from s
Consider the various GC3 win-conditions. Conquest. Your ships beat everybody else's ships. Your mobile pop (troops) beat their immobile pop (civs). This probably requires a larger production base. Having more planets is probably necessary. Hence the mainline strategy is: get planets, build them up, amass fleets, fight, invade. Cultural. Own 75%+ of the galaxy within your ZOCs, and not be at war
Exponential pop growth (which is what you get if it's proportional to current pop) is a fine idea. However, it does interact with Alpha/Beta 1's pop-dependent production. Stardock already plans to tweak the production pipeline to de-emphasize raw population, so they may also rethink pop growth. The nigh-empty colonizer rush seems to be a perfectly good gambit. You seize planets early, as a pure space grab. As you note, it takes