[quote who="joe_da_cro" reply="7" id="3489016"] something that might help also is dialing back the AA in options. [/quote] That too. I was going to mention it but, honestly I always turn it off. Too much hit on performance for very little improvement at typical display resolutions these days.
RemingtonRyder
Okay now we just need a picture of Samuel L. Jackson and a suitable caption which I'm sure you can think of ;)
Well here's a couple of things that seem to have really helped. Turn off the Gel UI. Yeah, I know it's pretty. But I'm trying to test the game, not pick up my jaw at the sight of pretties. Dial back the frequency of Autosave. I think one of the problems is that you don't get a notification about an auto-save, it just does it, and that itself might explain some of the start-of-turn slowness.
Peregrine, you're bang on the topic, really. I did a quick spreadhseet to compare the costs and mass and range and all that and well, like you said, they suck. What needs to happen, in my opinion is that they get smaller or at the very least, stay the same size. I did briefly consider just modding it in to see how it plays, but I'm not sure what I need to put in the mod folder - just the components I change or the whole file.
So I upgraded my Scout Mk 2 to a Mk 3, not realising that the Stellar Support module only fits into the Mk 3 design once before space runs out. Okay so, granted, Stellar Support is quite a big leap up in terms of how much range you get for the space you use, but two of the Environmental Support components beat one of Stellar Support. :P One suggestion comes to mind here. Instead of making components like these a fixed size for a fixed bonus, allow the player to scale lif
Something that I thought of just now. What would you guys think of a toggle-on-off cinematic camera view for ship movement? It would look sort of cool if you're doing a Let's Play video. Let's face it, the game could always use a bit more cool factor. :)
I honestly haven't used the planetary production wheels yet, because in the early game I feel like I need to stay balanced? I think the idea is that it will reduce the micro for those planets which are less suited to providing specialised support to your empire, or which have multiple tile bonuses that you want to take advantage of. Also, when there's actually a governor system in place, perhaps you will be able to switch between 'working on upgrading improvements
Okay here's a thought. Maybe the reason for the memory usage is that a lot of the map is animated. I mean sure, there's map animation in Civ V too, but I don't think it's quite as much as GC3. I sort of hope that there are plans to freeze animations which aren't in the field of view, if that hasn't been din e already
Um, wow. I had no idea video cards came loaded with that much memory these days.
So I started playing the beta today and noticed that there's performance hit as I uncover more and more of the galaxy - so basically, panning around is I would say a bit worse than in Civ V under similar circumstances. There's quite a bit of disk churning as well (by which I mean that the hard disk light on my case is furiously flashing away, it's a very quiet drive) and transitioning to and from the planet and shipyard screens is slow. After playing for a while, e
As the title says, really. Remember back when you had to use generic parts to get the jewelery parts to sit nicely against the hull? Those days are gone now, buddy! Just use the Offset panel to adjust a part to your tastes in the X, Y or Z axes.
The beta started last week? Haha I'm so slow (also, been playing the new Rimworld alpha which coincidentally, arrived last week. *pumps shotgun* It's time... to colonise. *grin*
Maybe it's just me but but I'd like overflow to be addressed in the game. Like for example, needing to research something to get to that point where you can complete more than one thing per turn. To players, it is 'lost' production because it doesn't carry over, but in the actual setting of GalCiv, it's production capability that could be theoretically utilised if the overseeers in the slave pits (for example) know what's coming next and can get the wor
It's the SlenderChip! Run! Save yours-
He was, and still is, an inspiration to us all. RIP Robin, gone but never forgotten.
If you're economically weaker, you'll need to use a fleet to tactically clear planets of defenders so your transports can move in. Depending on the type of planet you liberate, you'll then have either a world which you can develop to provide more taxes, or build more ships closer to the front lines. Missiles do give a fair bit of bang for buck (if you consider the cost per modules divided by how much damage they do) so, depending on the relative costs of your ships a
[quote who="charon2112" reply="11" id="3484631"]As an exclusively SP player, I don't think this news affects me much. [/quote] Even in single-player, imagine how cool it would be if you could download a customised race complete with ship style (assuming that's still a thing) within GC3? :D Or, taking that a step further, what if you could chat to other ship designers and give feedback on their (cosmetic) ship designs while they're building them, and you're
I don't think there will be any worry about fun of failure. Bearing in mind that it's been many years since the last expansion for GC2 was released, and since then many games have explored that concept. FTL, for instance. I have never beaten the enemy flagship, although I've had a lot of fun trying different strategies, weapons and basically just seeing what the next run to sector 8 throws at me. Then there's Rimworld, which at the moment s
[quote who="DARCA1213" reply="65" id="3481463"] Yes, lets keep this tech wall up and convert to cyber communism! Because when punish normal people because of a minority and say "they won't be making bad choices anymore" they won't be making ANY choices anymore.[/quote] DARCA, little overdramatic? ;) But to answer your question... no. I do not race up the tech tree. I carefully consider what my needs are, and that may mean making a compromise like resea
Okay here's a thought then. Instead of a hard cap (which I read somewhere is half of the technologies in that particular age) to progress to the next age, let's say 20% instead - roughly, because the number of technologies may not divide neatly by 5. But wait! If you start research for next age technologies after completing 40% of the previous age, you get a 24% discount on the tech cost of next age technologies. It's the Research Council's way of t
Okay look, you know what I would like instead of photo squares on the right there? A 'suggested programs/documents' list, without actually calling it that. Every time you, for example, play GalCiv 2, it will get populated with other games in your collection in the same genre, or games that you typically play afterwards. Or, for example, if I were to use Word for writing a book, it will show files with the same tag as the file that I'm working on, meaning that I
[quote who="charon2112" reply="45" id="3481221"] Quoting MarvinKosh, reply 33 If it bugs you, then mod it and see what happens. Obviously it can be modded out, but the point of these alpha discussions is to see what works and what doesn't work and what should be in the finished game.
No Borg Edition, no upgrade. ;)
If it bugs you, then mod it and see what happens. Should be a piece of cake, tech trees are just XML data, right? There'll be a tag on each tech which tells you which age it belongs to, just change all of them to the same one. Search and replace FTW. Oh yeah, make sure to backup your tech trees before trying this at home.
I think the tech trees in GC2 had a lot of dead weight. Optional stuff with not too much tech cost that would be useful if you had time to research it, but ends up being ignored because you have more pressing projects to deal with. I like the idea of having these small projects assignable to individual planets. So, like Super Projects but you're not using up a tile and you're using planetary research output to complete the task. It means that if you're