trims2u

trims2u

Joined Member # 4185237
32 Posts 334 Replies 869 Reputation

AFAIK, the option isn't to set the same set of shipyard(s) for all starbases. Rather, the intent is a toggle to determine whether all starbases use the automated assignment system, or have the user set them on each. I'd rather have it do that (i.e. swap between automatic and manual mode) than have it set the same set of shipyards for all starbases.

4 Replies 5,241 Views

This is for the new opt-in build pushed out Friday, May 13th. Binary version 1.7.1.4 In the ship designer, after you finish constructing your ship and want to save it, the dialog box no longer displays the tooltip for the choice of role (e.g. Assault, Capital, Guardian, etc.) Hovering over the role don't bring up a tooltip anymore. I tried changing the role, and that doesn't trick it either.

0 Replies 21,205 Views

This is something that might help speed things up, and shouldn't require much coding change. In the main window, the right-side summary pane for your empire's planets show what building is currently being worked on at each planet. It would be very nice to be able to manipulate the building queue here, instead of having to swap to and from the actual planet screen. I'd like to be able to do three things inside the planet summary pane, in order of perc

3 Replies 4,939 Views

[quote who="DeimosEvotec" reply="2" id="3634737"] You might be unable to rename stars but you can rename individual planets in their govern tab. Everything else has already be mentioned by trims2u. [/quote] Even easier: left click on the planet. The lower left corner now shows the planet summary pane. Click on the planet's name, and it creates a pop-up which allows you to rename the planet.

6 Replies 7,406 Views

Micromanagement is a big problem with a game that scales easily to 100+ planets in your empire. That alone is the major reason much of the micro has been removed, and it's simply going to stay that way by default. That said, I get the feeling you haven't really played GC3 that long, because your complaints don't make a lot of sense. You have plenty of control over spending - that's what the big wheel does under Govern, with

6 Replies 7,406 Views

The concept of tactical combat has been discussed in the community and the devs before, and the majority consensus (very strong inside the devs, and a plurality among the community) is that TC does not belong in the vision we see for GC3. It's really that simple. We've made a choice that it won't be in the game, and that's neither objectively right or wrong, but merely the way it is. Further argument is pointless. As to combat - the Battle Viewer is an abstract d

12 Replies 11,704 Views

Well... 1. Your "close range" sensor is already implemented on each hull: they all come with a vision of 1 space (plus any empire bonuses) by default, with no additional modules needed. Why should some hulls have more than this by default? Also, you *absolutely* would be scanning in a full sphere as you move; each hex is a light year or more across; you're not thinking about the scale being represented. Long range sensors on a cone are completely at odds with

5 Replies 11,621 Views

IIRC, GC3 will not allow you to research (i.e. acquire) more than one tech per turn, regardless of how much research capability you have. This differs from GC2, where if you had sufficient Research points, you could get 2 or even 3 techs simultaneously. Naturally, this would impact excessive tech finds through anomalies, since any automated moves fall into the same timeframe as research happens. Only in manual mode does that not apply (and maybe it should - perhaps it might be a good

12 Replies 19,367 Views

In general, I'm pretty happy with the change in mass to account for the different ship sizes. It always bugged me that an engine gave the same movement for the same mass whether mounted on a tiny or huge hull. The new scheme is impressive. However, there appears to be one glitch in the system: not only is module mass impacted by hull size, but the way the scaling factor is implemented, you lose much of the advantages of hull miniaturization. I noticed this a

3 Replies 17,183 Views

Armor is not the same as Hit Points. Hit points refer to structural integrity. Armor is dead weight that is merely resistant to kinetic attack. Structural Integrity refers to how long it takes your design to collapse from damage. Armor protects the structure from damage. Think of it this way: Armor = flesh, HP = internal organs. A fat person has lots of flesh and thus might be tougher than a skinny person when hit with a baseball bat (because flesh is goo

15 Replies 27,899 Views

Honestly, that's overtly complex. The major problems are relatively easily solved with two changes: Disallow sensor stacking. Sensors (excluding the Survey modules, which are already one-per-ship) of all kinds are only allowed one-per-ship. The additional change then is to have several additional sensor packages available later in the Sensor Tech tree section. Drive and Range modules should be scaled by Hull Type. The fact that they do

5 Replies 10,276 Views

Remember, that when you're spitting out constructors, the rest of us can build warships. Maxing out a SB with all modules in the mid-game can cost you 1500+ or more manufacturing points, which is more than enough to build 3 or more pretty buff medium warships. Even triple constructors cost 150+ (if you want them to have decent engines), so it takes at least 3 to build a SB up to mid-game max. That's the cost of a tweaked medium warship. The a

28 Replies 149,092 Views

This was discussed here, as soon as the opt-in patch showed up: https://forums.galciv3.com/472438/ Frankly, IMHO, the proper play is to simply eliminate the Military Project completely, and just automatically transfer any unused Manufacturing to Military production, the same way that unused Military is transferred to Social - ie. when the Global slider is set to anything other than 100%

10 Replies 36,544 Views

One thing I think that is important to point out, is the difference between the mainstream game as produced by SD, and the possibility of Mods. The goal of the mainline game is to satisfy the large percentage of customers who are "casual" players - those who play (at most) a couple hundred hours per year, and likely less. You look for defaults that satisfy those users, and, while at the same time, aren't soooooo crippling as to make "expert" (or, more appropriately, dedicate

135 Replies 748,482 Views

There's a good reason why there aren't more than 5 planets per star (for 99% of the time - I have run into a 7-planet system). They don't provide anything to the game, except as a *very* minor move inhibitor. In all honesty, you're not going to find a system with more than 3 usable planets. So who cares if there are 2 or 5 dead planets hanging around? Note that the entire GC games are not meant as simulators, so it's never the intention to indicate th

6 Replies 31,613 Views

It's a game mechanic. Starting at a "realistic" amount (say 1 million) would require either a complex micromanaged "migration" system, where you had to set up regular shuttling of transports from the big worlds to the colonies, or you'd have to wait an INCREDIBLE amount of time to get any decent population. I.e. let's say each turn in 1 month, which is relatively in-line with the rest of the game's time usage. At 10% growth rate per month (far, far in excess of

4 Replies 21,468 Views

OK, here's your answers (all specific to what is coming as of the 1.4 release due NOW): Production Overflow: already exists. Has since the Alpha. Works the way of your first proposal. To see the overflow amount, simply hover the cursor over the Production Queue area. Yeah, not terribly intuitive. This also works the same way for Production allocated to Shipyards. Decay won't happen. I don't expect it to ever be popul

8 Replies 146,233 Views

[quote who="mortili" reply="11" id="3595564"] i dont get your problem. i set my slider to 100% military at the start of the game and never ever move it. If i want to build on the planet i simply shutdown the shipyard. this doesnt impact early game at all. It does impact lategame, where you have enough manufacturing to build buildings and ships in 1 turn simultanuesly [/quote] But that defeats the whole purpose of avoiding micromana

19 Replies 18,948 Views

I'll recheck a formula. But the observed values are as I (restated): the bonus increments when you hit a multiple of 10. Preferentially, I use DIV (integer division), so it appears to look like: (1+ (SP DIV 10)) * 5% when SP > 0 They should still change it to be a smoother gradient than the pretty harsh step function it is now.

7 Replies 8,272 Views

OK, after further experimentation, I was partially wrong. The function for them now appears to be: SP=social production If SP > 0 0.05 * (1 + FLOOR((SP -10)/10)) That is: 0.1-9.9: +5% 10 - 19.9: +10% 20-29.9: +15% etc. I still vote that it should be the simple: CEIL(SP) * 0.01 or perhaps 0.05 + CEIL(SP/2) * 0.01<

7 Replies 8,272 Views

It's severely annoying for two reasons: 1) It's completely inconsistent with the fact that Military production automatically converts to social manufacturing on worlds without a Shipyard to sponsor; this behavior is automatic, doesn't even need a Project, and is available from the start of the game. Yet the inverse isn't, and futhermore, require significant effort to get? 2) It seriously cripples early-game play. Without getting the new Projec

19 Replies 18,948 Views

Oh, great. /sarcasm OK, found it under Orbital Manufacturing. I had to hunt for it, since I don't normally research Orbital Manufacturing until at least turn 50 or more; I don't need it the early-game (as I'm not running into the need for warships until turn 60+ minimum, and 100+ normally), and it's very expensive. So, in other words, they're forcing me to research something I don't need for a long time, spend a lot of effort doin

19 Replies 18,948 Views

Firstly, the tooltips for the two are wrong - they still indicate just a +5% bonus. Given the now variable nature of the stimulus/festival, either correct this with the formulae used, or simply eliminate it. Secondly, the values seem *VERY* step-function. I'd have to look at the code, but it *roughly* appears that the formula is something like "SOCIAL production / 10" dropping all fractions, times 5%. AKA: (SocProd DIV 10) * 0.05 Social productio

7 Replies 8,272 Views

OK, I'm just playing through the 1.4 opt-in. I've run into a major PITA problem: Let's say I have 3 planets. Planet 1 & 2 have a shipyard, and Planet 3 doesn't. OK, now I've finished building out #1, but I haven't finished on either 2 or 3. That is, I want #1 to just build ships now, have #2 build both buildings and ships, and #3 just make buildings. The logical thing is to set the shipbuilding slider on the Global Production w

19 Replies 18,948 Views