5myosin

5myosin

Joined Member # 4053650
18 Posts 49 Replies 9,190 Reputation

Between the 10% off EA discount and the 50% promo code that they offered for a few weeks, I got this game for a cool 40% of retail price. It happens, but you can't complain if it isn't happening NOW NOW NOW

6 Replies 11,477 Views

[quote who="peregrine23" reply="2" id="3511609"] The whole reason they aren't giving it too us is they don't want people to see it until their happy with it. [/quote] I dispute that. The reason, IIRC from the last live stream, was that potentially negative feedback from let's plays, twitch streams, &c. could turn into negative press and negative sales. I agree with that and that's why I don't support inclusion in a beta build unti

7 Replies 14,561 Views

The points in Friday's Dev Stream about testers doing Let's Plays with a potentially ugly combat viewer are, I think, good ones. And I'm totally in support of Stardock keeping it out of an actual beta release until it's good to go. But if the devs know it looks ugly, then it must look like SOMETHING, which means that it's possible to put up a video of it. Could we see one? It could be edited for beauty if you're THAT worried about negative pre-re

7 Replies 14,561 Views

In the last livestream, we were shown a system where constructors weren't instantly dedicated to a starbase once they landed on its hex, and you could retrieve a constructor even if you sent it to the wrong starbase. This does not seem to have been implemented in Beta 3. Can we expect to see it before Beta 4 in January?

28 Replies 131,471 Views

I've never liked to use the provided ship designs in gal civ, so when they start arriving in force after I research weapons techs, I've been marking them "Obsolete." However, since researching, say, another life support tech basically spawns a new ship design, I can't ever keep these out of my ship list-- I only want to see the ones I've designed! I'd rather not have to keep marking them obsolete with every tech I research. Also, now is as good a tim

3 Replies 9,636 Views

The other thing I've heard is that combat depends on ship roles that you assign when they are built. Since we can't assign ship roles yet, this is necessarily NOT implemented. It may be that combat resolution is not calculated the same way it will be once the viewer is released.

1 Replies 1,427 Views

There doesn't need to be only one 'capital' ship -- that's a general term for heavy-hitting ships like battleships or carriers. There are five mobile categories, but I'm not sure that supports necessarily have their own hull. The defense roles struck me as pretty simple, since the only ships that have them only have two entries. It looks like escorts are 'forward defense'-- they guard ships that are attacking, and guardians defend the s

16 Replies 39,253 Views

Aha! Thanks to DARCA, I have a bit of an answer. At a glance, it looks like each ship is assigned a 'role' out of : Escort Capital Assault Interceptor Guardian Support Upgrading Starbase I would *guess* these are assigned when ships are designed, since 'Starbase' sounds like it's inherent to Starbases. Each class has the following: Starting position:

16 Replies 39,253 Views

Hello all, I've been mining these forums struggling to get a handle on what tactical combat is going to be like. AFAICT: It's not "tactical combat" in the fallen enchantress sense-- you won't have direct control over individual ships or even groups of ships. It's not just a bunch of dice rolls in the way that Gal Civ II was, and ship design was really about how many laz0rz you could fit on a battleship.

16 Replies 39,253 Views