I just finished a game as altarian on an insane map where I got about 50k science per turn (science victory, 281 turns) and only got a score of 17. I think the major factor is the power score - if you are behind there you won't get a high score.
Kurt_Blitzer
This has been around for several version, I guess it's a feature but hope it's a bug! :)
That's actually quite helpful because you usually forget it and e. g. 50% research bonus is no joke!
5. Let us exit the shipyard using escape!
The conquest/influence victories are by far the easiest on small maps. On larger maps you cannot end the game quickly through conquest or influence, so the other options become more viable. In my opinion the research victory is a bit too tough, because you basically have to research 80% of the techs (or even more) to get it and this is always slower than e. g. an ascension/military combo. I would love to see a turn time limit (at least for mp), so you are forced to
My experiences is that building alot of powerful ships pushes the score significantly. Another factor is population, you can get higher scores on huge maps with many habitable planets.
Skyrim is definitely a masterpiece.
A campaign is always good, especially for all those oldschool gamers. I know you have a big list to work on until launch day, but please do me a favor and let me exit the shipyard/designer with ESCAPE and add arrow keys to switch through planets!!!
Congrats, very creative!
[quote quoting="post"] The 'Uncommon setting' on planet habitability still feels like too many. I was running into class 10, 11,12 and 18 planets just a few stars away from home world. I do not know formula but it seems like just 'one planet' too many for that lower end setting. [/quote] There is another problem regarding extrem worlds, there are several setups where no extreme worlds spawn although they should. Regarding th
Update for beta/rc 6
In my point of view, the groundbreaking feature of this version is the automatic ship design/classification in combination with the battle viewer. PS: There were cloaked ships in the first GalCiv version... what!
Great! Let the bug test/fest begin :D
And I thought this is a feature, not a bug ^^
Nice stream, lots of chrashes again - but that's just an indication for brand new content ^^ It was mentioned in the stream that you scale the initial max ship ranges with the map size. I would actually like to have that as a fixed value for all map sizes. This would make those big maps even bigger. I wonder how other players think about that.
[quote who="Kurt1977" reply="10" id="3526492"] Hello! Go job so far! I don’t like how life support work. For me, life support restriction should refer to the number of week a ship can survive without resupply. Right now, ship never resupply. Ever… So here is a proposition. <span lang="E
It would be cool to use custom portraits in multiplayer games. Great work!
Update: I added several points.
Thanks for pointing out this poor mistake :)
Hello, after playing beta 0.7 (updated for beta 0.9 - I marked the alrdy fixed points green) for some time, I want to share a few thoughts here: 1) Add more keyboard shortcuts! Especially for heavily used buttons. E. g. a shortcut to switch through your colonized planets (arrow keys?) and for the planet specific govern button (g?). Furthermore, it would be nice to open "Govern", "Technology", "Diplomacy" etc. usign the F-keys.
Sounds great!
Imagine a GalCiv3 beta update - right before the holidays ^^
I experienced this bug too, seems to be connected to canceling the colony ship launch dialog.
Nice to hear!
I think this won't be a problem, they will send you an invitation to your Stardock account email. With this email you will be able to activate the game on your steam account (any account) once. Think about Steam gift invitations which are sent by email, the gifted person can use the gift on any steam account.