hey, how about something like this (for the DR, same applies to TDA): Name Tech Required Base Bonus Level Bonus Adjacent Bonus Cost to Build Maintenance Required Resources Durantium Refinery none
trims2u
I want it to be worthwhile, and I certainly would like to see similar buildings available later in the tech tree, too. That said, for the particular purpose these buildings are set for, the current implementation is just as bad as before - too much is as bad as too little. And, yes, the AI is using it. I thing the happy medium would be if your empire never had more than 3-4 of these buildings, and then could build an Improved DR/TDA somewhere after the Tier 3 buildings
[quote who="zuPloed" reply="9" id="3648783"] Quoting trims2u, reply 8 DR > (any of the special bonus buildings) > Manufacturing Capital [...] Well, if you put a manufacturing capital on a planet you should have the DR next to it in any case anyways. But lets take a look at what I wrote a
I talked a bit about this on another thread, and I wanted to make it's own to gauge what the level of interest/concern was. https://forums.galciv3.com/479003/page/1/#12 Basically, it boils down to this: After the 1.8.1 patch, the DR/TDA went from being mostly irrelevant to quite overpowered. -- The questions I have is this: do other people feel that they're now too far the other way?
If you've got decent adjacency (i.e. 3 or more buildings), it's even worse. DR > (any of the special bonus buildings) > Manufacturing Capital > Power Plants > Factories
Well, they kinda took my last jab and ran with it. Didn't mean to start an epic rabbit hole.
Each adjacency gives +5%. So, for every adjacent manufacturing building, the Solar Plant gains 1 more bonus than the Mega Factory, which translates into a +5% advantage. Since the Solar plant starts 8% behind the Mega Factory, you need to have at least 2 adjacencies for the Solar plant to be more beneficial than a Mega Factory in the same position.
Don't forget to fix the Text, as well as the attribute value. :-)
Nope. Not that simple. Note that I'm not saying it can't be done - it absolutely can be. It's just that what you describe sounds very simple, but the implementation of it requires a significant amount of new code and changing existing code's behavior, which in turn increases complexity and requires significant testing to insure no ill side effects are unintentionally introduced. First off, I'm guessing here about the co
But your ask doesn't meaningfully reduce the amount of coding, except for the initial UI work of "hover". All the rest of the work I outlined still has to be done. Still have to maintain the new Planet Object (or modify the existing one). Still have to create a new UI element for the display of the information. Still have to figure out if you calculate for one building or multiples. Etc.... This is a case where it sounds easy, but the coding requiremen
Nope. That code only applies to calculations after the building is placed. I.e. the #3 thing I indicated. That is, the only code that's existing is to calculate planetary production given a fixed configuration. What an advisor has to do is store state between the existing and proposed configurations, do the calculations (and store them) separately, plus add in the UI elements to display that properly. So, you're either stuck with modifying the existin
Also, more to the point: Any such placement assistant requires a lot of coding. First, there's the code to not do calculations until you hover the new building over a hex for some number of seconds (5?). Second, code to temporarily delete any building that hex already has in it from any estimation. Third, code to calculate the new current Manufacturing/Research/Economic values (because, you have to recompute ALL of them) Fourth, cod
Could be worse. Could be bogus crap. "You've now upgraded to Crap-o-matic Armor! Guarranteed to fall off when you need it most!"
[quote who="doubledeviant" reply="4" id="3647699"] The rest are more-or-less fluff - mini-DLC that placate owners of the Founder's Edition but hurt Stardock's credibility among gamers in general. They're nice in that they flesh out the game, but they're not vital for a good experience. [/quote] Eh, how so? DLC *by definition* is 'extras' not critical to the game. They have varying degrees of "value", mostly dependent on which aspects of
Sensor Range is no longer a flat linear number, like Speed is. This is because the AREA a sensor sweeps out is just as important as the linear range. Sticking with a linear range meant that every increase in Sensor Range brought a increasing amount of area with it, which is seriously OP. For example, a +10% bonus to Range actually increases the total area seen by 20% (1.10^2) Rather, the new concept of "SensorPower" was introduced, which attempts to take into account this proble
(yes, a patrol command would be really nice) The key is this: Range and Speed generally increase linearly with the addition of engines and life support. Sensor radius requires the Arithmetic Sum to increase, and you're only adding SensorPower in fixed increments. It's similar to a logrithmic progression. I.e. Sensor Range maps to SensorPower like this: 1:1, 2:3, 3:6, 4:10, 5:15, 6:21, 7:28, 8:36, 9:45, 10:55... More generically,
[quote who="Rhonin_the_wizard" reply="2" id="3647701"] Yes. Minors do not build colony ships. But if they received one either from ideology or trade they will use it. [/quote] They can also get them from exploring anomalies, though, since they don't start out with a Survey Ship (and won't generally research the tech on their own), that avenue is pretty rare. But, yeah, I've seen Minors colonize additional worlds for at least 4-5 months now.
A note here: Due to the mathematics of space and cost when you're building a Sensor Boat, you should favor Engines over Sensors in early designs. That is, so long as you're restricted to using Interstellar Sensors, always favor having more Engines than IS. In general, for the early game, the most cost/effective Sensor Boat (using a standard cargo hull with no miniaturization) is a 2 Interstellar Sensor, 3 Hyperdrive+, 2 Environmental Life Support ship. The next o
[quote who="plasmacannontime" reply="2" id="3646244"] Any control is preferable to watching movies. I haven't purchased GalCiv3 yet and dismayed that there is no turn based tactical combat, like MOO2 did 20 years ago. The rest of the game looks amazing. If there will be tactical combat added, where I can control the ships I designed in multiplayer combat over a LAN or the internet, then GalCiv3 has my attention. Otherwise, I hope they include it in GalCiv4. [
A city planner "assistant" can't do this for you. Because it can't know what you plan for the future. What is optimal for putting the DR right now may no longer be optimal when you want to place another factory right afterwards. But, what if you don't want to put a factory there, and a research center is better for your purposes. Mathematically, locally greedy solutions are in no way guaranteed to be globally optimal. Also, remind me again how
The Lost Treasures is definitely worth it. The various new colonization events and the new buildings/ship components are really cool and interesting. I consider it a Really Should Get. RotT is meh. The UE is kinda neat, but nothing really new you couldn't get from Steam Workshop. The new trait "Experienced" isn't anything that's a Must Have. AP is pretty cool from a storyline standpoint, and the ship components will likely become popular in SteamWorkshop due
In general, I agree with Erischild. Especially since I tend to plan on Immense or large maps. The one modification I make to that is that for planets (and critical starbases) which have shared borders with others, I tend to place a couple of maxed-out defense/offense Small ships on them. That is, customize some Small hulls with counters for that particular opponent's weapons and defenses, with ZERO engines or life support. Once you get to mid-game, with tech and bonuse
[quote who="Kraegor1977" reply="27" id="3647432"] "If you think the Doom Cannon is too powerful to build, then don't build it" - Mallory Lloyd Seriously. If you think something is overpowered, don't use it. Unless you are playing multiplayer games and you have issues with them using it. I doubt any serious hardcore GC3 player here would say "Nerf the AI" as we all want the AI to be smarter and better to provide a challenge. So this topic
[quote who="cjwsaucier" reply="25" id="3647354"] Quoting trims2u, reply 22 Adjacency bonuses for the DR/TDA/PR are pretty much irrelevant. And having to have a given specific resource is indeed a good idea. But they not well balanced - before this latest patch, they were of very dubious worth in any case, and now, they'
Adjacency bonuses for the DR/TDA/PR are pretty much irrelevant. And having to have a given specific resource is indeed a good idea. But they not well balanced - before this latest patch, they were of very dubious worth in any case, and now, they're stupidly Overpowered. What is important is the +8 bonus it gets to the base, and then the +1 bonus for each level of the DR. Both are *massively* overpowered, because, as I pointed out, they're going directly to the base