Sins II, like Sins I, will have a very long development roadmap. The first key thing was to rewrite the entire game engine from the ground up. That was done this past February. The next thing was to get some of the most asked for mechanics into the game (planets rotating, more detailed weapon systems, lots of feature tweaks and enhancements). That was done in March. The next thing is to get the game into a fully completed core game experience with the TEC (both L
Frogboy
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I was thinking it would be based on only the ho e world’s influence.
Yea this is something we're going to have to work on. For now, you can't really have both going.
What difficulty are you playing at? On easy it expands pretty slowly which is the default. Make sure: You are using your Executive orders You are rushing ships and such if you have the money
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Yea, the AI generation on this quest: FAILED. We'll have to babysit more.
Yea, that layout is going to change in the relative near future.
[quote quoting="post"] Quoting Frogboy: "Previously, to get more potential race images to choose from, you had to regenerate the entire civilization. Because of how taxing that is on the AlientGPT system, we had to limit that to 5 tries per civ and 25 per day. But since most people just want to try out to see more images, we are separating the civ regen to the reroll of the images. So just rer
1.51. Should be live now.
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In each case, we always have to communicate very clearly to the player what is happening but at the same time not overwhelm them with data. This is what makes this so difficult. In general, I feel better about the weapon systems than I am feeling about the defense system designs.
AI already knows how to extend its range.
Range in action:
[quote who="V3N0M2583" reply="18" id="3888268"] Experiments Scratch that. That’s too immersion breaking. We’ll need to find some other way to ensure that conquest isn’t too much of a slog. Share your thoughts in the comments. I dont remember colonies being that much of a slog. Late game they fold like lawn chairs in one turn and the real slog is getting transports to a some core world on the o
Thanks for the save. When we get 1.51 out this week we'll be looking for more. A lot of the improvements this week were specifically because of the saves people are posting. Also, the feedback -> Improvement of the game loop will keep getting faster and faster I suspect. To be honest, I am chomping at the bit to get you the new build.
[quote quoting="post"] 1. When zooming out there is a point where an arch of colors, like a band, appears. In my case they are gray, blue, and light blue, and they are different sizes. - Ive found no way in the game to identify what those are or what they mean. [/quote] This is a bug. They're supposed to show outside the sector and they represent that player color's control of the sector. [quote] 2
Great post. Writing down notes now. hang on.
Greetings! In recent years, "Early Access" has meant "Game is basically done but with bugs". And while it's true that the engine for this game is pretty "done" we are trying to take advantage of early access to try out a lot of crazy new things to get your ideas and feedback on. GalCiv IV: Supernova is being developed by the GalCiv II team and so some of the changes the team wants to make are things that come from the things we really liked in GalCiv II but in a GalCiv I
Big update this week. You will want to check out the Insider branch on Steam as that will go live sooner.
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More thoughts here: GalCiv IV Supernova - The Combat System Discussion » Forum Post by Frogboy (galciv4.com)
More thoughts here: GalCiv IV Supernova - The Combat System Discussion » Forum Post by Frogboy (galciv4.com)
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[quote who="Old-Spider" reply="2" id="3888070"] I like everything here, especially this. We’ve even brought in a veteran game industry editor to finally deal with the tipoes. Will that person be starting with your last sentance? [/quote] Sorry I meant tipose.