I haven't played since Beta 2, and I've just now started Beta 4. And I'm just noticing the tons of beautiful art that has been added to the game. Very nice stuff. It's one thing to be told that there's a ship stuck in the ice. It's another to get a screen-wide, GORGEOUS picture of it. Who ever you got to do these things is adding some great flavor to the game. So kudos, unknown artist.
Simplicity123
[quote who="Starus" reply="11" id="3519501"] Indeed. Not only the lasers look too large and bright, they are also too abundant in battle. It doesn't take long until the battle is filled with lasers firing all the time, non stop. I'll also propose a comparison: This is from GalCiv II . The battles look much better. And this is GalCiv III <br
Oh yeah and they'd never miss.
[quote who="Turkwise" reply="1" id="3518994"] The on/off is a realistic (and welcome) depiction of laser physics. Slow-moving lasers are, in my view, an antiquated relic of early TV/Hollywood sci-fi that just won't die. But yes, they are a bit...overwhelming. They're very large and tend to make a mess of the battle view. If they had a more focused appearance (rather than the wide beams we have now) I think it would be much more aesthetically pleasing.
Looking at the video and the screenshots, it seems like the lasers are way too prominent in the Battleviewer. The instant on straight line extending off infinitely winds up filling the screen with laser light and makes it hard to see the combat itself, I think. Especially when the fleets are on approach and then it's just huge swaths of only laser. Does anyone else feel this way? It seems like the lasers definitely shouldn't extend off infinitum.  
I liked least that my sovereign was on the map. I know that's counter intuitive, but hear me out. The fact that the sovereign was on the map meant that you typically had one big doom army marching all over the map conquering everything and a super weak defense backing it up. It made the game less strategically interesting than having to develop armies. In fact, half the time armies seemed unnecessary. Perhaps it would be better to tie heroes to cities only
[quote who="perigrine23" reply="11" id="3487456"] Quoting Simplicity123, reply 9 So simple that you described it incorrectly... By your calculations, starting earth with a population of 10, research division of 33%, and capital bonus of 20% should have research of 4 (10 * .33 * 1.2). It actually has a rese
[quote who="androshalforc" reply="12" id="3487543"] Falcon punch [/quote] Agreed.
[quote who="Gaunathor" reply="7" id="3487320"] Quoting Simplicity123, reply 6 That might make sense if Planetary Invasion were in the Age of War... But it's not (at least for the Drengin)... It is in the Age of War for the Drengin. It's the first tech right after the yellow/golden
[quote who="perigrine23" reply="8" id="3487336"] The formula for the economy is very simple: Your raw production is your population + production modifiers. So if you have an economy starbase and no other production modifiers, your production will be your population +10%. Your raw production in is then multiplied by the percentage you allocate using the production wheel. As Gaunathor noted, you can see your raw production devoted to research or wealth by checki
That might make sense if Planetary Invasion were in the Age of War... But it's not (at least for the Drengin)...
After getting War Machine as Drengin, I am unable to get Planetary Invasion. Disabled for the Beta?
Tooltip for planetary production/research/wealth are so close and yet so far. They say something like: +20% ruins +10% work camp ----------------------- Total Production 3.5 Those percentages are useless if you don't explain how you compute the base here. I've been playing the game for years and I always forget the formula.
Also, do economic starbases actually work? I don't see any sort of production modifier on my planets from them...
One basic design problem that has always existed with GalCiv, I feel is the hardedged map. Without wrapping borders it can be a significant disadvantage for an expansionist player to be on the edge (or heaven forbid) a corner of the map. On the other hand, this can be a defensive advantage, as you only have to worry about enemies on one or two sides of you... But that advantage really doesn't make up for the loss of explorable space, I think. So how do we fix it
Started trying the game out after a long break since the first alpha. Here's my early impressions on the latest build. A lot of work has been done to increase the content of the game since the alpha. I LOVE the black holes in that they provide a real sort of terrain to the space. I wouldn't mind more such things (Come on interstellar rifts...) On my first playthrough, I had a crash on clicking Earth's manage button. First thing I did.
If terrain isn't important, then random maps are pointless. Who cares where the tiny slow you down nebula is. It doesn't affect play.
It might, though I think you'd either need a lot of black holes, or they'd have to have quite a radius on them to serve as a real terrain feature. When water is 70% of the planet, where it is matters. A dot that you can go near in a vast space... isn't even a speed bump.
Understood. Howeever, I am talking about things that were not in gal civ 2.
It is not. You can go through nebulae and asteroids. Both are tend to be small anyways. To compare to Civ again, the map is defined as much by the sea as it is by the land.
Trying to generalize the above a bit... Any time that you can make a technology visible through a graphic or animation, you should try to do so. This keeps them from being purely passive behind the scenes bonuses. In Civ, when you research tanks, you get a tank model. When you research railroads, you convert roads to rail. How can you animate sensors? Engines? Soldier techs?
There are certain small additions which I think would add fun to the game. Not necessarily strategy, just fun and polish. 1) DARCA1213 mentioned that the stars look like marbles. He's right. Stars aren't just illuminated balls. They are covered in fiery storms, sunspots, etc. Give them character, as they are some of the main characters on your map. Flares. Binary systems. Accretion disks. 2) When ships move, they shouldn&
I like the flow with a single queue. With dual queues, you don't always wanto keep them full. Plus the way manufacturing gets created and used is stupidly complicated AS IS.
You can play Steam games offline. Just switch Steam to offline mode and boom you're done. They were wise to go with Steam. The amount of money they will make off the game will be a couple of orders of magnitude higher than had they not. And them making money will translate into the ability to support the game in the future.
A mangled text portion. Games of Strength - Original: "Encouraging the strong to prove themselves in Games of Strength, helps bread stronger citizens, and has the added advantage of bringing in tourist who what to watch the show." Hmmm. How about: The problems: "Encouraging the strong to prove themselves in Games of Strength, (should be no comma) helps (to) bread (spelling) stronger citizens, (no comma) and has the added advantage of bringing in touris