Dropbox it is then! Please find my two Thalan late-games below: https://www.dropbox.com/s/nq9nev2wya0m68p/02%20Thalan%20Core.GC3Sav?dl=0 https://www.dropbox.com/s/bwc5trrm3c2f1qs/03%20Thalan%20Core.GC3Sav?dl=0 Note that all CIVs are quite content living in the shadow of the player and warring each
Lord_of_Void
[quote who="DST1348" reply="56" id="3575376"] They are not the same thing: Approval = Morale / Population (Edit: fixed typo) [/quote] Fair enough but if Approval=Moral/Pop then isn't Moral an interim KPI which is not actually referenced anywhere but in the calculation? So what is the purpose of its existence? Here is an example: A standard "Entertainment Center" provides: +x% Moral AND +3 Level to Approval as an adjacency bonus What the above boils d
Hi all, I have already posted these on the change tracking thread but didn't seem any activity there since 1.1 so here are some things I found, please verify if they are on list, are not relevant or need clarification: Luxury trade route does not seem to be applied anywhere after unlocking the ideology - worth checking each ideology point if they are working correctly like the "Culling Project" one - or updating the descriptions if these rewards have been removed du
Luxury trade route does not seem to be applied anywhere after unlocking the ideology - worth checking each ideology point if they are working correctly like the "Culling Project" one - or updating the descriptions if these rewards have been removed during development (probably not the case in case of Luxury trade routes as it is the only benefit described for the ideology point)
- Thalan Hive building upgrade tech is not refracted when selecting the Hive building (adjacency bonus needs to increase). It does take affect on adjacent buildings visible when these are selected but the Hive building prescription and tool tip does not display it correctly only the default +1 - AI is still taunting the user because of shared border even though the Ideology perk is active that removes the penalty - Planetary spending slider adjustment does not update the build
Aggressive (most of the the Krynn) AI declares war on me in each game well before it is ready to send combat ships against me. After declaring war I mostly have dozens of weeks to tech and build up a bit and when the attack arrives it is mostly underpowered and ships not organized into as single large force AI also looses combat ships by chasing my scout ships around its border while my stronger and faster counter fleet picks them off one-by one A
The current system seems to be well thought out: 1. Civilan ships NEED to be able to pass at any time in order to enable setting up of trading routes, colonize a planet in another players influence (which is not an actual border - like mentioned above), and snatch resources from other players without entering war automatically. If there is an auto-war response in such cases the cultural war aspect is lost as well as the trading mechanic needs to be redesigned 2. Influence "bor
Two things I noticed with UP: 1. When selecting an ideology preventing other civs to declare war on the player for X turns - it is not visible on the UP resolutions screen nor elsewhere so how does the player see the rule and how long it will continue to apply? By handling this as a resolution the player could track it though it would also be limited by UP rules so if a civ defied the UP it can still declare war on the player (not a bad thing but something to keep in mind) 2.
Came across the missing resolution result behavior again (it is not common - maybe only for this specific resolution type though cannot confirm this): Please also note that troublesome read of the result for a user when displayed in text. We see that two of the civs have defied the UP - since I am in a lucky position to have created t
[quote who="Deathwynd" reply="150" id="3573026"] "Culling Project" e [/quote][quote who="Deathwynd" reply="150" id="3573026"] 1. yes approval and morale are the same things 2. you cannot build higher level buildings directly they are only upgrades, always has been that way. 3. Never seen a "Culling Project" ever and the code doesn't actually reference it. 4. the UP result is always in green after the vote. 5. the UP list isnt sorted at all. [/quote
Thanks for the update. Game fares much better then v1.0 Some findings I had and might need a review: - Motivation/Unforgiving Ideology does not enable "Culling Project" or at least I couldn't find it at my planets as selectable project after unlocking the ideology. It might be worthwhile to test all the unlocks in the ideology tree to weed out if some are still not working correctly - Approval equals Moral? If yes why not use the same concept for buildings and plan
[quote who="naselus" reply="10" id="3562001"] Even with 100 races etc, the game simply doesn't handle big empires very well. This makes big maps pretty unplayable by the time any player manages to get to 50 planets - the challenge is gone, because you have no real limitations left, and managing your own empire is just a choice between nice things so running the economy ceases to be challenging or interesting. Given this is only 1/12th of the planets in the default insane/abundant map
This sounds like a valid mod idea just want to point out one thing that seems to me had been mentioned b the DEVs in some places: The idea behind the extra large maps is to accommodate around a 100 AI players. This would give the universe a strong sense of immersion and empires could form and perish without the player even noticing. Sadly I could not test such a scenario yet as one would have to create all the custom races with custom colors of which there are not too many as of yet -
Update: Managed to get through the issue After several attempts the game could not get through the turn Then upgraded to Patch 1 but did not resolve the issue Then disabled Autosave option - the game did not freeze - guess the game was trying to save at the beginning of the turn I was around turn 270 on medium map with 5 AI Specs: RAM: 16 GB CPU: Intel Core i7-3820 3.6 GHz Video card: NV
Loaded game CTD after clicking around a bit. When pushing end turn, it will prompt for an idle ship and when it is the players turn again it freezes or crashed directly to desktop Can provide savegame if you let me know where to look and where to upload it (can link in maybe with the link option and a drop-box URL)
I have only started playing with v1.0 but wanted to give some feedback to the team in case hits is helpful in the future DEV process Overall impression: Having known GC2, v1.0 of GC3 still feels like a buffed, modern version of it which is good but in some cases it feels like a beta (glitches, CTD) and alpha (missing features compared to GC2 and seeing their places). Though the game is fun due to the first it broke down frequently on my first two plays CTD :</p
Here is a nice little review for the game: http://angryjoeshow.com/2014/11/civilization-beyond-earth-angry-review/ I find the reviewers analysis generally more granular (and mentioning the bad parts as well as the good ones) unlike that of the largest review portals, and though it does not say much more new aspects that have not been mentioned before on this site it is worth checking out :)
There have been a number of posts regarding planetary invasion Some about in-depth control giving tactical control to the player: https://forums.galciv3.com/459031/page/1/ Some regarding small changes to the overall mechanic: https://forums.galciv3.com/458905/page/1/ It is of course difficult to say specifics without knowing how exactly it is currently being developed but since this is also a period of time when features can still be contemplated here are a few things
"second would be for different aliens (and graphics)" That would be a neat expansion I agree. The new types of aliens could be more tough and come into play in later stages of the game, where if you have "emancipated" a lot of their nests they would start an offensive against your CIV attacking everywhere where territory has not been takes by any of the CIVs. I am thinking on Blue Gender style extermination attempt against human beings with living al
The one unit per tile system was a truly nice concept - Situation is more readable for the player and also reminded me on Panzer General a favourite of mine utilising the same concept. BE is largely the same game with some neat change to the scenario, affinities and tech tree but if you disliked the AI in CIV 5 it will surely not win you over on that field If you wait out an add-on or two it can surely gain on value just as Civ 5 did after brave new world - mayb
"I'm not saying the criticism is wrong, but it certainly isn't right just because it exists in large quantities" Wright or wrong are ethical perspectives, I think we didn't go there, but I do agree that criticism does not make a game flawed in and by it self if by nothing else then due to the fact that I believe everything can be criticized (question is rather what, when and why). I also do not specifically want to make a state
"As other have said, people ALWAYS complain when the new civ comes out. It gets old. It must be such a bummer to have so much negativity. " There is also a lot of negative experience to be had when raising a puppy or even a child - still the overall experience is generally found to be a positive one :) Unless the puppy grows up to bite the leg off of the mailman because it has not been tough (criticized) enough [e digicons]:([/e]
1. The only game that comes into my mind when it comes to good diplomacy is Seven Kingdoms. The enemy AI was smart enough to use diplomacy as a means to win but was random enough in its approach to not be fully exploitable. Some notable features of the diplomacy were: Alliances with joined declaration of war (but in this game the AI could fight well, oh yes :) - outnumbered 10:1 the player had nothing left going for him on the battlefield so it was imperative to have alliances)
"When Civ V came out, the biggest complaint was it wasn't exactly like Civ IV... Now Civ BE comes out, and the biggest complaint is it is too much like Civ V..." I do not know Civ IV, but Civ V is so easy I c
"It's a sequel, it's supposed to pick up where the previous left off. GalCiv3 and CivBE both do this." Depending on how one defines a sequel I ques. For me it is just a label that does not mean anything more then it has some sort of connection with an earlier game be it story, game mechanics or whatever. It is hard to understand this as a "get out of jail free" card for companies that sell products though it is true that a single person can b