kestlstw

kestlstw

Joined Member # 4462160
24 Posts 229 Replies 14,740 Reputation

Some changed in the Yor tree but just to be in line with current direction. I expected better choices with this release but since they are all the same as 5.3 I agree these are not hard choices.

11 Replies 40,102 Views

[quote who="econundrum1" reply="14" id="3541940"] Quoting kestlstw, reply 11 If Stardock doesn't fix this by release I plan on making my own tech trees that move the current "specializations" to their own lines, like a line for construction efficiency(-5% building costs, -10% building costs, etc), a line for building e

33 Replies 103,733 Views

The current "specializations" aren't special, they are efficiencies and should be their own lines in the tech trees. I've been saying this for weeks, collapsing specializations aren't fun if they specializations aren't special and as that are now, they are not. If Stardock doesn't fix this by release I plan on making my own tech trees that move the current "specializations" to their own lines, like a line for construction efficiency(-5% buildin

33 Replies 103,733 Views

I'm not sure if this has been reported before but I've gotten some ships I used in previous games come available before I should be able to use them. The techs that unlock them have been researched but the capacity to put all of the components I had placed in the previous game was not. For example, in a previous game I had a tile with caverns next to a military resource and it had more spaces and I was playing a custom race with the Yor tech tree, so I had a +8 adjacency b

8 Replies 7,984 Views

I asked, poorly as I didn't specify growth rate, about fixing the Yor in the dev stream because I thought the devs knew about the problem but Paul didn't seem to know what I was talking about. So to make this clear, all of the synthetic growth rate techs don't work. I will try another game to verify but my first game in Beta 5.3 I didn't see any change, every time I researched a new syntheric growth bonus I checked assembly and always stated 101 manufactur

7 Replies 8,880 Views

There is currently a bug that the AI knows where all planets are. I don't think it knows where everything is because I've sent sensor and scout ships into enemy territory while I war and they don't bee line for them but they definitely know where planets are and it does seem like they find ships with sensor range. So right now they AI doesn't need sensor ships because they know where to find all the planets and from there they can find just about everything they ne

61 Replies 228,485 Views

3 weeks seems really early to me. There are a lot of things that haven't even been released for testing in the tech tree, they're planning on implementing collapsing specializations this late, lots of events don't work correctly, the AI isn't ready yet, the Yor are broken, Assembly doesn't get the growth bonuses its supposed to, I haven't checked this part but last I checked synthetic still relied heavyly on the Yor tree. Plus all the bug tracking, polish a

58 Replies 166,016 Views

I think, other than the extreme worlds, the rest should move to their own trees, component efficiency, weapon efficiency, building efficiency, etc. with new specialty techs that are actually special. I'm hoping that will be the case but Paul didn't say if they would be the same type or something new.

11 Replies 40,102 Views

I also want to point out that there are a lot of techs that have not yet been implemented so I want to know why collapsing specializations are being prioritized over the remaining techs? I started this thread saying collapsing specializations are a bad thing, I personally don't like them but if they are truly special it can enhance the game. What I am most concerned with at this point is that the efficiency techs will remain the specializations. That isn

58 Replies 256,213 Views

I've said this several times but everyone seems to focus on the collapsing part and not the substance of the choice. Efficiency technologies should not be specializations and arguable in their own tech lines, one each for weapons efficiencies, one each for defense efficiencyies, one each for one each for building efficiencies and so on. If it doesn't get in the main game I will mod it that way. Specializations should be special. Things like for

58 Replies 256,213 Views

There are really 2 issues here and and they should not be grouped together. The first is the issue for collapsing specializations that I just don't like on principle but can accept if done right. The second is what those specializations are. On the first point I just don't like it but will accept it if done right, currently the 2 issues are planned to be lumped together and this is why I'm so adamant against it. The current specializations shouldn&

58 Replies 256,213 Views

[quote who="Bamdorf" reply="15" id="3538753"] Well, just to be the odd man out, which I seem to like to be, I will say that I think the idea of forcing a choice is a good idea. That's what 4x games are all about, imo. A good 4x should force choices and not let you win by doing everything. In other words, doing everything should be a bad strategy. Tough choices and specializing with a touch of luck and good guessing perhaps. Trade offs with c

58 Replies 256,213 Views

mortili, you do get weapons from a specialization but you get all of them and as mentioned above the specializations now apply to all types. Androshalforc What I asked in the dev stream was if this could be an option because lots of people want it either way, so make both of them happy rather than choosing one and pissing off the other. I've seen people ask for collapsing specializations before and I always spoke up against it and was never alone, nor w

58 Replies 256,213 Views

Since its not in yet I wouldn't rule out having to jump through some hoops to mod it out however since the tech trees are all XML files then modding them should be possible. I probably overreacted to the news. While there are aspects of the game I think could be done better its overall shaping up well, there have been several things introduced in beta 5 that exactly what I hate about some of the recent 4x games and more keep popping up and when paying c

58 Replies 256,213 Views

Paul said later in the stream when asked if this could be an option that it will not be an option. Citing balance and that he will be increasing the benefits and that all specialization techs would be unique but did not specify if this will be hard coded into the game. The only reason this is unbalancing is if the game is designed to make is so and if I can't mod the game to play the way I want to it seems I've wasted my money and GalCiv3 will get a very n

58 Replies 256,213 Views

Paul announced on the 4/17 dev stream that specializations will collapse so when you choose one specialization you cannot choose the other options any more. Personally I like being able to research all specializations so I'm asking for collapsing specializations an option for the game rather than default. I know there are a lot of people that like collapsing specializations as well as people that like being about to research them all. Please make both groups happy and ma

58 Replies 256,213 Views

I'm well aware of my insanity in playing on insane map sizes although I don't put everything on abundant, that is a bit much even for me. I'm not asking for one and done starbase construction but I don't want to have to produce ridiculous numbers of constructors to build each and every base. I want either the starbase to have some manufacturing capacity itself that it uses to build modules and when its not building itself up it planets insid

86 Replies 305,345 Views