Thanks Gear and the rest, looking forward to it!
eviator
As promised, here is my video: http://www.youtube.com/watch?v=4qWXDATugT4. I also submitted a ticket. Unless it's really needed, I don't feel like making a whole post with screenshots etc. because that's much more time-consuming. I was not able to duplicate the research overflow indicated by bluequasar
There have been a lot of suggestions and complaints that go beyond my original complaint about turn-by-turn production overflow. I'll be working on feedback tonight and will address my specific concerns that have been identified by devs as a bug. In addition to a text and screenshots description, I will supply a youtube video, hopefully that is sufficient. If bluequasar1 is correct (I haven't played the game since my original post so I don't know if it's been patched),
Scott Manley plays a variety of space-oriented games: https://m.youtube.com/user/szyzyg - 360k subscribers
Really? I found the intro to be intriguing, particularly since it is filled with tidbits and hints of lore. Really makes me want to play the campaign.
Duplicate cause the site is borked.
I'd love to continue to give you good feedback on the game. However I will not be playing until you get resource overflow into the next queued item working. I don't know why it bugs me so much, but it does. Worse, every time it's been brought up in the dev stream Paul seemed surprised by it. I know the devs have bigger fish to fry, but this is a pretty big fish for me. Cheers!
The game has been sitting on my desktop unplayed since the first couple days of Beta 3, and I've not been sure why. I think the OP's general point, the lack of narrative and emotion in favor of a bunch of number crunching, might be the reason. I can't play a match and create a story to make my and my opponents' actions believable. Maybe by appending my match to the end of the lore I can come up with a reason for the Drengin to go to war with me. But that's lazy. I
How many starbases can you fit around a planet? A group of planets? I could not wrap my head around that math problem, so I scripted up a simulator. Over many trials, the simulator's best result was 5 starbases around a planet with the default range, 8 starbases with the first range upgrade, and 12 starbases with the second range upgrade. I don't know if these are the theoretical maximums, but I was able to get 'er done with 12 starbases, turning Earth into a super planet post app
Y'all rock!
I assume to fix some crashing bugs. Has anyone seen patch notes?
FWIW, I did not find the latest stream all that informative. If you've been keeping up with the streams up to this point, you aren't missing much info and you can happily wait patiently for the youtube.
[quote who="Gilmoy" reply="5" id="3511690"] So I thought, as well (based on my homeworld Earth). But at low pop, you can exceed G&S without penalty. c.f. a colony with pop 5.4 and G&S 4.4 still has 100% Approval. I feel the need to write another Journal [e digicons]k2[/e] ... [/quote] Yep, just saw this as well.
[quote who="Ryat" reply="3" id="3511655"] I believe in the latest video the devs said that the curve becomes nonlinear farther down the line. Not sure the exact formula though. [/quote] I believe in that discussion they were referring to the population -> production formula, i.e. 1 production per population up to 20 population, then it starts to drop off (just an example, I don't know where the actual drop-off begins). If so, approval is not part of the drop-off formu
Perhaps I'm misunderstanding your misunderstanding. Take you G&S points, apply your G&S bonuses. That tells you the max population your world will support at 100% approval. Once your population crosses that threshold, every 0.1 population beyond that max equal 1% less approval. Example: G&S points = 4 (Colony capital) + 2 (Entertainment center) = 6 G&S bonuses = 10% (Supportive population) Max pop at 100% approval = 6 x (1 + 0
1. Drengin exploitation improvements (forced labor camp, research stockade, and all upgrades) still about 50% weaker than other races. 2. Building a starbase from a constructor with 2+ constructor modules will consume all modules. 3. Planet manufacturing, shipyard, and research point overflow is discarded instead of applied to the next item in queue. 4. Changing the production wheel for a planet does not update turns to completion of the manufacturing queue. &n
:,( my ipad cannot watch old twitch broadcasts. Guess I'll wait until I get bsck to my computer on Monday.
I do not have an answer to your question, but I've been thinking about it a different way. Fleet A starts on the left side of the screen in no formation, fleet B starts on the right. All ships simultaneously advance at their max speed and start firing the instant they get into weapons range. The carrier would release the fighters inside as soon as those fighters get into weapons range. So the way I envision it, the only tactics will be the way you build your ships and your fleet.
After it was obvious that micromanagement was more cumbersome due to UI issues, I've been Using the global wheel for most planets Using the per-planet wheel for highly specialized planets Because of the research/manufacturing no overflow "bug", for the first 150 or so turns, until I get tired of it, I'll: adjust the global wheel to an approximate allocation to finish a tech Adjust per-planet wheel to an approximate allocatio
I'd like to see some kind of custom "productivity presets". Let's say I have a research-specific planet, but I just unlocked an improvement upgrade. I want to tell the planet to go 10/45/45. When it's done go back to 10/0/90. I don't want to go into the wheel for each planet to do this. I'd rather click a planet from the planets list and choose the appropriate preset.
After completing research on a particular tech will the left-over unspent research points be applied to the next tech? Currently it does not.
Fail! This topic is about AI, not map shape. In the stream on YouTube at 1:02:45 Brad answered a question saying he is "starting up on the AI, right now I'm waiting to start up on some of the algorithms for my pacing complaints." That's all he said on the topic, but it does answer the question whether Brad is working on GC3 AI. The OP specifically mentioned Combat AI, though. Maybe that specific question is still unanswered.
I disagree, though not vehemently. Before I go into that, it is worth noting that any starbase inside another's ZOC does negatively impact relations with that civ, unless you have an Open Borders treaty. Now to my disagreement. Opening a McDonald's franchise in Japan is not meant to incite Japanese anger. I would do it to make money, and perhaps add a little western culture. Perhaps my ultimate goal is to take over Japan one restaurant chain at a time, if the locals are happy
He came in the last 10 minutes.
Brad stopped by in the last dev stream. I believe he answered the question, but I don't remember what he said.