Thanks for the overflow fix! And all the other stuff. I expect to spend a lot of time in beta 5.
eviator
Clearly it seems petty to you. But you seem to have missed the point entirely. For months the devs have been saying in the dev stream that 1-turn overflow was working despite numerous beta testers telling them otherwise. That implies a problem with their QA and beta feedback processes, which is NOT a minor issue. So I didn't boycott because the bug existed, I boycotted because they weren't listening to feedback, which is the entire point of their beta process! Now that it's fixed
[quote who="dragoaskani" reply="46" id="3532616"] Or you could just watch the VoD of the stream and see that paul did in fact say that? [/quote] I didn't check because the author of Reply #36 said the stream wasn't archived. I'm justified.
Tested, new post posted
The devs have fixed 1-turn overflow! It's not obvious because of the UI. Specifically, (feedback #1) the progress bar does not move up the "overflow" amount until the following turn. But I know it works because I completed a 30 mp building in 1 turn with only 20 social production after a turn in which there was overflow. Same thing with shipyards. Research isn't so cut-and dry, but I think it also works. Maybe. If you select a tech deeper in the chain the progress bar actually
One-turn overflow is in beta 5 (!), but it's not pretty. New post to follow.
First, we're going off of one person's word (Tooonz) that Paul said this. He could just be trolling us :) Second, assuming Paul actually did say this, I hope Paul's right, but I'm not holding my breath. I know someday it will be fixed so I'm not going to get upset. I just want the devs to know that I will not be helping them with feedback until they fix it, so hopefully they get the clue that this is important to a lot of us. It's a boycott of sorts.
Thank you for validating that I'm not insane, at least on this topic.
[quote who="Turkwise" reply="12" id="3532146"] Yes, research overflow does work, and has worked. (which is really what mortili said, that it does work) But you'll never get more than 1 tech per turn (except in those cases you mentioned), so it may be hard to notice. At most it will make your next tech take 1 less turn, but only if you're lucky enough to have the numbers align in your
[quote who="mortili" reply="9" id="3532015"] the point is that overflow doesnt change much when it comes to micromanaging also, research overflow did work in Beta 3, production overflow not, didnt test it in B4, but assume it is still the same [/quote] Echoing the above, research overflow did not work in Beta 3, or any other beta. It could be triggered by some ideology scenario, but that's it. Also echoing the above, turn-by-turn, planet-by-
If you are here to discuss concerns over being able to produce only one ship per turn, please go find another thread. This is yet another thread intended to get the attention of the devs to fix the bug with one-turn overflow. That is, if you finish a building or ship on turn N, the extra manufacturing left over that turn should be applied to the next building/ship in the queue on turn N+1. On today's dev stream Paul said the devs tell him it's working. But it's not, and wo
No dev stream? Nevermind, twitch mobile being silly. Paul, can you please demonstrate on stream one-turn production overflow? Most of us don't believe it's working.
Also, FWIW, I played a couple multiplayer games during beta 3 and it was very stable, so I wouldn't worry going forward.
[quote who="markmid" reply="15" id="3530224"] You've got to balance your designs vs the enemies, as always, only now thankfully there is more than just do you have more stats in that type of weapon than me, there are a few more variables taking place. [/quote] Well that's the theory anyway. So far they've shown how various ship types behave in battle. They have not shown that you can craft a fleet to counter another fleet tacticly, assuming you
Am I the only one who is bored of space battles in the dev stream? For a capability that will likely turn out to be 5% of my gameplay experience with this game, and I'll probably fast forward to the end to view the results, they have been spending a lot of development and dev stream time, for the last few months, on it. I realize moving sliders around, queuing production, and talking to aliens doesn't sell the game very well, but that's what im going to be spending most of my time
Paraphrased: "if you have a group of 10 ships that cost 20 per ship and the ship yard has 200 production", he was about to say either: "you will get them all the next turn" or "you will get them all after 10 turns." The difference is vitally important so the timing of Brad's entrance was uncanny. In context I think he meant the former. It doesn't matter, though, because he said it's an idea that, if implemented, we wouldn't see until patch 1 at the earliest.
Confirmation that one turn overflow is NOT yet in beta 5: 3/13 live stream YouTube video, 29:00.
Confirmation that beta 5 does NOT yet have one turn overflow: 3/13 live stream YouTube video 29:00.
[quote who="BuckGodot" reply="6" id="3529854"] Rewatching the latest devstream it looks like Paul Boyer (the lead desginer for GC III who takes part in these wonderful streams [e digicons]:)[/e] ), might think that one turn overflow IS already in the game (he makes a comment about how sometimes with so much production it just looks like we're not getting it at the moment in regards to ship building). Has anyone actually submitted a ticket showing th
First question of the stream, Paul says one turn overflow is already in. Wonder which beta he thinks it's in.
As I stated in my prior post on the topic, I will not be playing or offering feedback during the beta until production overflow, as described in the OP, is added. That's how annoying it is. https://forums.galciv3.com/460693/page/2/#3523448
Well you're getting hostile, so I'm not going to throw fuel on your fire. No, I'm not bothered at all. I will assume that the AI, playing at its peak ability without cheating, will be able to kick my butt, just as it does in most other games. Until proven otherwise, I'm not going to throw a big stink about it.
As a fellow programmer and someone a little knowledgeable in AI, I'm a little disappointed in the OP's narrow view, at least as I interpret it. Chess is a great analogy. If I play against Fritz in "normal" mode, that means I'm playing against Fritz without forcing it to make blunders. "Normal" Fritz (ELO probably >2800) is going to obliterate me and 99.9999% of chess players every time. The fallacy is equating "normal" to "moderate" difficulty, which would imply t
Laser gun turret means a combat RTS. There's a few different fairly benign-looking robot units there. Most of those buildings look randomly placed and generated, some of them amped by power to make them stronger? Based solely on this image alone, my guess is that gameplay and win conditions are based upon sprawl, perhaps cities themselves combatting eachother, with decreased emphasis on unit combat. EDIT: looking at the servo website, it appears I'm wron
Nobody has hit my main contention point with DLC. For multi-player games, it divides the comunity into those who have the DLC and those that do not. Subsequent DLCs divide it further. By their own numbers the first DLC splits the community in half. In the long run, the only part of the game that truly survives is that which existed before the first DLC. Folks stop playing amid a shrinking community, moving on to the next title. In this way, DLC actually serves to kill games, not keep them ali