[quote who="drakkos137" reply="3" id="3512188"] Made things a bit more interesting. [/quote] I admire your resolve. this bug made me stop two promising games...
whydoineedauseraccount
Here's hoping the combat makeover will be on par with the others: a rather minor change with big impact. I don't mind the three weapon types, it's just their interaction was (or appeared to be) lacking in GalCiv1+2. As for the rest: as said, it's just something I keep thinking about, and which in turn kicks down my immersion. It's not a problem gameplay-wise, just something that feels unadressed in the lore (and made obvious through the star ports).
I'm pleased with the Alpha 3 update: there are some minor issues ( https://forums.galciv3.com/455484 has a good list already), but in general, the new planetary interface looks good. Compared to GalCiv 2, I already like adjacent boni (making planetary development fun again) and starports. Both features feel like "how it should be". Feeding a starport from multiple planets sure is great fo giant ships. I'm
In Alpha 3, starbases can build a "mining ring"; an the tech tree lists additional modules for that (like mining barracks, ...), haven't figured that out completely though.
In thestarport screen, above the list of blueprints to build from, are what is intended to be filters (all, cost, core, user). They change order, but don't reduce the content in the list. In adition, I can't click "build nothing" after having built something. Admittedly, I never got the hang of that in GalCiv 1/2, and ended up permanently trying to delete the (default designs) - so maybe I'm just misunderstand
(Alpha 3) Colonial Hospital allows upgrade to Xeno Medical center, but number of turns is 4294967295 ( 2 ^ 32 - 1) (Building either of them on a new tile is two turns each, with 24.1 production)
[quote who="whydoineedauseraccount" reply="119" id="3456641"] Quoting EvilMaxWar, reply 72 Ill ask again. What decides how much it can tax? Ill say it bluntly, I think that if this tax is not a user modulable setting ( a slider or something), then it's not worth it. The dual queue ( or semi dual queue ) stops being a useful feature and becomes a gimmick. [/quote] Per-starbase slider affecting all planets in reach
[del]
I never liked the "single queue", in 4X, it always was an obviously simplified game mechanic for me. In that light "dual queue" was a nice change - but in the end not muhc of a good one. It added some awkward complexity in the UI. ---- As for semi-dual queues, I could imagine that starbases get a "shipyard" module, and can "tax" the planets in its area of influence a certain amount of their production. Forward starbases could be supplied by constructo
What a wonderful use of "defiantly" [e digicons]:grin:[/e]
See here: http://imgur.com/Aud7yL8 Mostly text isn't displayed anymore / only sporadically. Affects menus, too - but everthing (including saving) is still working, even if in Helen keller mode. Everything's fine (for the time being) after reloading [edit] I've made the following additional observation with dual monitors, triggering the issue: Running I started GalCiv III on one monitor, "New Ga
When having a planet selected on the MAiN screen, mousover the "rush production" button shows the required cost - good. When waiting for a turn to finish with the mouse there, the cost indicated does not update when the turn completes; I have to wiggle the mouse for that. --- I always forget to launch my just-produced colony ships.. Not much of an issue, but the game is otherwise good at reminding me of things I could forget, so this sticks out. May
The popup for an ancient wonder shows as bonus: "+3 Culture, +2 Research, +2 to Adjacent influence". However, for the selected tile, only "+3 Level to Influence" is shown (and this is what appears to be actually used, according to the building stats). One: I like the "different boni so you have to choose" thing (and the adjacent boni will make building really interesting). I'm a bit confused however that the bonus icons are almost completely different from GalCiv2 (I
Personally, they make me feel "part of the game", rather than "pushing around toy soldiers", so I would miss them. What has changed (if I'm not mistaken) is that they progressively unlock a "ideology tree" instead of some late-game bonuses. You are right though that they leave something to be desired. They feel formulaic, static and a reason to show a nice picture. I would love on the planet screen to see results of my decisions: sh
Still a lot to do :) For me, it wasn't quite clear why I couldn't build on an "arid" tile until i researched the respective technology (at least that's what I think "unlocked" it). The "things to do or end turn" button works quite well. However, when visiting a colony that way, it would be nice to have a rough indication where the colony is on the star map - right on the colony screen (maybe a small star map as mouseover for the colony name?)