Philocthetes

Philocthetes

Joined Member # 712145
37 Posts 2,268 Replies 2,353 Reputation

There's a decent chunk on the new official wiki about starbase upgrades here. One important thing missing from there at the moment is discussion of options you can get to by clicking Sponsor Settings in the starbase management window. You can have starbases automatically request constructors to continue a chain of improvements you started (e.g. adding the next level of manufacturing or inc

8 Replies 22,267 Views

[quote who="trims2u" reply="6" id="3647887"]Just Remember, you need to keep those Sensors Boats moving. They work best when running racetrack patterns at full speed.[/quote] Can I take that as another vote for path waypoints and/or a reasonably-behaving Patrol command? And thanks for the efficiency notes. I tend to think roleplayer first when I'm gaming, but I'm finally getting close to being able to stay in a normal +1 difficulty game, which tends to encourage me to t

9 Replies 58,377 Views

I'm a long time sensor barge fan also, partly because I favor the larger maps. As soon as I can, I build some with both 12+ sensor range and as high a speed as I can manage, then I roll out better models until I get to about 20ish range and 30ish speed. By that point in a game, it seems easier to just roll out a large Eyes fleet than to bother with designing some All-Seeing Speedboat. For survey modules, I favor medium (mid-game) and large (mid-to-late game) hulls with som

9 Replies 58,377 Views

I've seen the 'stuttering' of should-be-explored space so far back I wonder if I saw it in GC2. Recently, I noticed an interesting related effect. If you bring an active sensor zone in close proximity (I forget it if needs to be just at the edge) of one of these annoying blank spots, the map data is revealed. I either did or meant to send in a proper bug report with screen caps many moons ago, so I'm glad to see the topic raised again.

30 Replies 48,784 Views

[quote]Clicking on shipyards in the Shipyard List now centers the camera on it and select it.[/quote] The moment I saw this in 1.81 I knew it would get fixed in 1.82. Any estimate on when this update will be available on GoG? >>Addendum The correct answer is "Right now." But GoG galaxy needs some UI help so it doesn't look like there is no update there until it eventually decides you need to have it installed :-(

14 Replies 21,391 Views

Hi Kryo! I was just doing my usual World's Most Demanding Computer User thing. I worked on sales stuff for the Glories of Single Sign-on back in the late '90s and still need 3 internal logins, a few external ones, and some hardware-based ACL listings to do my current work. More importantly, the Captcha functions are still down on wiki.galciv.com.

20 Replies 183,526 Views

I've done documentation work in a software shop. It can be very challenging because there are so many demands on dev time, and often marketing people want to be involved, which tends to lead to conflicts between clarity and detail vs. 'fun' and branding. Doing a thorough professional documentation job could be extra-challenging for a shop like Stardock because they are really serious about community-oriented ongoing development: a high-order form of the moving target problem.

4 Replies 22,679 Views

[quote who="GoaFan77" reply="3" id="3646578"]Do we need to make new accounts for these or is it a standard Stardock Account?[/quote] I tried both my forums login (email and nickname) and my Stardock login and no joy. Either the wikis need new accounts or the login code isn't quite finished. It would be very nice if the wikis could share logins with the forums [e digicons]:|[/e]

20 Replies 183,526 Views

Thanks, zuPloed. At least there are more tooltips these days. (I'm still hoping for the day when the SD games unit hires staff whose only job is creating and polishing text in games, including a manual written by someone who can regularly get questions answered by the devs!)

4 Replies 22,679 Views

I haven't had enough game time with this tech-branch in play, but I'm wondering about why it seems that the lower-level tile improvements either disappear or are never present later in a game or when I conquer a world held by a non-amphibious species. It seems to me that after a game enters the last tech era, I should see all three additional tile reclamation options on any world I colonize, and maybe any world that I conquer/flip from another species without the aquatic biosp

4 Replies 22,679 Views

I don't think having them simply disappear is overpowered. Maybe whether they disappear or go pirate might be based on the ideology of the Minor. Maybe Malevolent Minors' ships go pirate, Pragmatics simply demilitarize, and Benevolents decommission and send you the shekels as an administrative fee for joining up.

6 Replies 45,437 Views

[quote who="neilkaz" reply="14" id="3635170"]Ideological events are really fun when colonizing. It would be nice to some a couple dozen more and new ones either in a DLC or the next X-pack.[/quote] Seconded. And it could be fun to include some 'mixed' options for play styles that are Malevolent with a Pragmatic streak or Polyamourus Pragmatics, etc.

17 Replies 9,991 Views

Mods shmods. Makes me think about a DLC of additional traits and abilities for custom factions. 20 of each would be nice. Then, just to keep with the Extremely-Demanding-of-Devs theme, another DLC to get the AI able to build a custom faction with coherent flavor text pulled from a box-o-blurbs that are tagged to associate with traits, abilities, personalities, and other blurbs. Could be much stronger replayability boost than the map generator, but probably ludicrously time-con

4 Replies 11,025 Views

Are there plans to enable open beta participation through GoG Galaxy? (Or is there maybe a base subscriber level that GoG needs to hit before it is worth the effort to run betas on two distribution platforms?) And on a related note, is there an estimate for when 1.7 will go to final release version?

121 Replies 732,277 Views

[quote who="pshaw" reply="3" id="3631070"]Yes this trait requires a bit of timing to be most effective. In my last game, I used it to turn the tables on a faction that had just declared war on me[/quote] Thanks for the explanations. Fixing the UI text to make that clear would be very helpful. The way I read it, it seemed like something to go for when you finally decide to try an Influence victory and want it to roll through quickly. But now that y'all make me think a

5 Replies 8,292 Views

I found an old locked thread from early beta days in '15 about this, but didn't spot any recent questions or answers. After I read that post about the flips taking a long time to happen but 'working,' I watched another faction's planet after my influence expanded to cover it. It did not flip until it hit 83% in rebellion, which took quite a few turns. It looked like a normal culture flip, not an Enticed world. I've also had a starbase from a different f

5 Replies 8,292 Views

When I get to the point where I can design a feisty survey ship, I build a few and aim them at the 'heavily defended' anomalies. But picking them out of the swarm of regulars is time-consuming, and not in the "players should play the game, not watch automation" way. And on a related note, that little goody-hut feature could use more dev love at some point. It would be swell if the defence levels had some linkage between value of the goodies and amount of defense, with a goal b

0 Replies 11,494 Views

[quote who="zingo77" reply="18" id="3628547"]In game for ship: Explore, Sentry, Patrol(promised from stream )) ), guard, upgrade, decommission.[/quote] Explore = X, Sentry = S, Guard = G already. But I'd quite like Decommission = DELETE, Upgrade = U. Re the planets tab, I'm patiently waiting for the overhaul Paul mentioned that the Colonies list will be getting. Hopefully the sort fields will all get hotkeys and the list itself (well, all lists really) will answer to P

27 Replies 79,967 Views

Possible fix: Have constructors queued for bases always come after any ships ordered by the player, unless the player moves one of them up on the list. And yes, Move To Top would be a very handy button in that list if the auto-queuing stays as it is. Maybe a double-click instead of a button? [Edit] And now that I read the thread a little better, I notice I should have seconded [quote who="KapitenR" reply="2" id="3628511"]It would also be great if any ship you queue wou

8 Replies 49,449 Views