Mormegil that does help, thanks. I'm looking forward to the progress you all can make on this. And if I am still around when this comes to fruition I guess I'll write up another long list of UI moles for you to whack, since that seems how this is going to go.
eviator
The whack-a-mole analogy is a good one. That is exactly what is happening here. The UI was designed in bits and pieces by coders, not UI designers, and it shows. There isn't a cohesive UI design. Need a new capability? Add a new window, some hover tool tips, and a button. If they designed the UI from scratch, with the help of UI design experts, they could truly make the game shine. But they really can't do that because the game still doesn't have all the gameplay elements they wan
There is some misleading information in the above post. But regardless the "mostly farms" strategy is viable and better than what the AI can do, so more power to you. Focusing provides superior numbers, if one can work out how to manage them well.
[quote who="Frogboy" reply="14" id="3608006"] One of our big upcoming focuses is going to be not just on meta unit targeting but regular unit targeting in general. For exmaple, the Cronus should stay back and fire but inevitably gets drawn into battle at closer ranges which we don't want it to do. We have to disect the AI logic to see why it thinks that's a good idea. That's the nice thing about early access. We can do with unit AI stuff BEFO
[quote who="Mystikmind" reply="10" id="3608483"] I am a fairly new player to g3 but a long time veteran of g2... i would guess your machine is not processing efficiently for whatever reason? More experienced players can chip in here? I have an i7,,,, plus i have a solid state HDD,,, don't know if that helps [/quote] Nope, not buying the hardware excuse. This is a coding issue, plain and simple. In any case, it exemplifies why I won't let the AI govern m
[quote who="Mystikmind" reply="8" id="3608477"] Never seen anything like it from an AI as yet! is your computer under powered? [/quote] This is admittedly the worst I've seen, but it was the first planet I conquered post 1.4, not a good first impression. I routinely see very boneheaded setups since then. I5-2500k is well above minimum specs.
[quote who="Mystikmind" reply="5" id="3608468"] A farm in the center of five factories?! hahahaha Now go and find a screenshot of an AI planet doing something like that?.... i bet not! [/quote] Brother (or sister), that was a planet I had just conquered from the AI, no modifications. Normal difficulty. It was a minor race, IIRC.
This came from my first game after the post AI patch (1.4). Conquered this minor on normal difficulty and found this. I'm not letting the AI touch my planets after this.
For wealth/research, I've been going with a 3-2-1 strategy: 3 research wealth, 2 farms, 1 factory (to assist building time). Maintain that ratio. There are too many factors to say whether this is optimal, but in my empirical tests it worked out near the top in terms of output/time.
Rhonin, too difficult to cut and paste and edit the quotes on my iPad, so I'll respond without doing so. - Focus option on main planet list: that list already shows manufacturing, research, and wealth numbers. To focus, just click on one of those and it highlights, applies the focus, and updates the numbers. No more space needed. This isn't a deal breaker for me. Just seems ultimately logical, intuitive, and beneficial. - I don't really design ships much, so not a
I'm pretty sure you did not read the post. Changing the title would help, I guess.
This is a rant. Been with you since beta 1 offering feedback. You released with a bunch of missing gameplay features and have been playing catchup. You are catching up, I will give you that. But you are catching up to pre-release promises. Still no star base governors. Still requesting the most expensive constructor. Still no invasion visualization. Meanwhile you are working hard on DLC and expansions, i.e. the cha-ching, while neglecting some core UI issues. For example: Why
I came up with another one, a real pet peeve. Stardock you need to do something about the ship list in the shipyard. Your "All", "Core", "User" categories are close to the bare minimum that you could do. The list expands as you unlock new techs, making it time consuming to find the ships you actually want. The "obsolete" process sucks because you do one at a time and each time you do the list scrolls back up to the top. There is no sorting, no categorizing. It's an alpha-quality interface
The bugs keep on coming: - Drengin's 2nd approval building (the one after Fighting Pits) has missing art - had a galactic event, the option I took was supposed to give a 10% boost to all ship capacities, but didn't. Things that suck (just the things I remember from most recent game, and just the tip of the iceberg): - I tried to give a civ some money to improve relations. Instead I got a minus to relations because I was "taking pity" on them. Can't
There is a terrain exposed gameplay setting that does this. I prefer exposed as well.
Paul, please go back and play GalCiv 2. That is how we want the colonies tab focuses to work. Jeez, why aren't things like that a given?
It is surprising that some get early access to the early access patches. Personally, as an elite founder, I am fine waiting for the actual patch releases, because that probably means less crashes. We founders got what was advertised to us. Now we are in the Early Access phase and we are not getting special treatment, which was never promised. So all is fair. It seems to me that the handful of folks who currently have 0.70 essentially have access to an internal build. Companies frequen
Looks like there are four new diplomatpic options, not two. I'm in the middle of a game right now (Drengin, not Krynn) so I hope to try these out.
Wait, the "Diplomacy patch" will have just two additions to the diplomacy options? Eh, just a patch, can't ask for too much.
Do you expect the AI to make use of the 0.70 changes like the new global abilities? When do you hope the AI will start to use air units?
[quote who="quadrium" reply="7" id="3605909"] ... I'm probably not going to share some of my actual ideas and concepts about large-scale RTS UI design and game mechanics (as I had intended at first). [/quote] So UI design is totally still up in the air. What they have now is fill-in, supposedly. I urge you to post your ideas about that. As for game mechanics, unless you have literally nothing better to do, you might consider just posting your ideas as
[quote who="quadrium" reply="3" id="3605812"] Thanks. What would be interesting to hear however, is where, in your opinion, the proposals made are suboptimal/improvable. Where would they be unintuitive, or show undesired behaviour? [/quote] I fully understand what you are asking for. The following is in no way a critique of you or your idea, more the game development process, so please understand I mean absolutely no offense. I think your ideas are great, but I
I read the whole thing. Many good points and ideas here. I am fearful that the devs are running out of time, that the army mechanics are close to as good as they are going to get by release, that they are going to have to revisit them in 1.1 through 1.5, and really those will just be tweaks. I hope I'm wrong because armies are a core concept of this game and need to be very solid at release or gamers/reviewers are going to call the mechanic a bust. That could set back the concept for a lo
I learned from FPS games that the biggest downside to DLC maps is that it SPLITS THE COMMUNITY! That's not good for multiplayer especially at release. Both of your current ideas do this. I seem to recall the map editor was planned for DLC. You could do that, assuming you can make it ready by release or soon after. You'll want a way to share maps so friends could play the maps they create, though I suspect steam workshop support is a little ambitious to try to get done by relea
[quote who="ASADDF" reply="51" id="3605456"] let me know if the maps worked. thx [/quote] They worked. Pretty darn huge, with a lot of space between regions. It seems this is intended for 3v3 games, with 3 radioactive nodes per player. Most of the terrain looks to be for team separation and funneling fights to the center, with not much for terrain advantage. Open maps are the rage right now, but some objective-based terrain variety would be welcome, IMHO.</