Some additional feedback on 1.9 and observations (Normal AI 92 factions in game on Insane map). Slider is set to 39% Research/Manufacturing 22% Economy. General Gameplay I agree with the others turn time does appear to be faster, so far averaging 10-20 seconds per turn on turn 91. AI not looking for Relics, no AI star bases seen by turn 91, although limited vision into AI's space at this point. AI not defending planets, 2 AI declare
Seilore
1.9 Single Player Feedback Existing Game Game Loading about the same, didn't time it but, wasn't quicker by much if any. Memory went from 14.8 GB on my machine down to 13.6 GB (less Windows overhead of about 3.0 GB). CPU usage dropped to about 40% from 65%. New Game Game Loading about the same, same as above. Memory usage (early game was about 8.7 GB, which is about 2 GB less from the start o
[quote who="TheFunMachine" reply="23" id="3659640"] I also agree, that it appears influence has been cut back a bit much -- how could anyone perform a influence victory and strategy focused on planet culture flip? [/quote] Yes, this is another great point on influence being cut back so far.
Here is the contents of my designs folder, some are ships imported from others through MP play some our my own, on all ships they should be designed using the ship builder in game. Many ships just upgraded on core design ships some created new. https://www.dropbox.com/s/y001h5j0dp8cw4y/Designs.zip?dl=0 Here is an older designs folder (don't know how compatible with the current game it is, this i
My thoughts on 1.9 (in the MP game with erischild)... Loading MP Games... The game load time = about the same little if any difference. MP start up process = same if not longer MP loading factions = appears longer don't exactly no why as nothing changed here. MP map building = same, nothing changed, however does Stardock cap data transfer to 1mbps? It is getting more common for Internet service to
[quote who="Frogboy" reply="2" id="3659489"] Not sure. Do your Torian AIs use them? [/quote] I've seen other custom factions using my custom ship designs I will submit this later...
[quote who="General Pants" reply="2" id="3659453"] I was going to ask you if we could cooperate on CFSing your factions specifically (I don't really care about the credit, just the factions). YI [edit I] have modified them for myself: pictures are replaced, some stats are twiddled, and I rewrote some of the text (I tried not to change the 'feel' of the factions). Regardless of who does it, I would love to see your factions at the "CFS" standard. They are old friends by n
Check out my factions out there, most are unique w/ background/portrait/icon (some duplicates) There may be some typographical errors, sorry no great way to edit text, spell or, grammar check in game. Let me know if you'd like more information (no naked ladies although some female characters).
[quote]I want Game pacing that is relevant past turn 50. [/quote] This is the only "I want" point on this list that I would see any value in. Otherwise another "I want" would be... Star bases to be able to defend themselves better in late game, yes they can have a defending fleet, and can even have little fighters as part of the modules but, by the time one researches this technology star bases as a whole are vastly weaker than even a cargo ship with weapons
So you ended up not changing the galaxy size or planet count? it's okay if you didn't change them, just getting clarification :)
[quote who="Frogboy" reply="37" id="3659348"] Re Starbase distancing We are in the process of adding a long-asked for resource called Administration. A small empire will have disproportinately more of this than large empires and starbases will consume them. It's part of the goal to allow for more vertical strategies. Thus, you will be limited in the total # of starbases you can build. [/quote] Thank you for the answer to these question very much ap
After thinking about this over night, I have another thought about the AI and wondering how it's effecting custom factions and priorities of each core faction. After all right now the player chooses the priorities for the faction when the faction is created see below... So with the changes that you're putting into effect is the AI completely ignoring t
[quote]Starbase minimum distance reduced from 5 to 3 tiles [/quote] Yet another concern, star base spam is high in many games having 7 economic star bases around every system, this would only increase it as well as increasing the amount of bonus's [quote]Penalty for switching a constructor to a colony ship increased from 50% to 75% (yea, you know who you are) [/quote] so.... :) [quote]Tiny map size decreased from 30 Sectors to 18 sectors <b
[quote]Spacing of stars in star generation needs to be changed (hurts AI, makes game less interesting) [/quote] This is a concern of mine as in, smaller maps (huge or below) I agree on max settings there is a star every x tiles throughout the whole map, less gaps for the black holes. With that being said on Insane maps (Gigantic and above) the stars start to space way apart with only a cluster here or there causing the experience to vary drastically. My main con
[quote who="ForesterSOF" reply="2" id="3659116"] I do not know if it is possible but I would like multiple maps linked by a wormhole. This way one goes after the solar system then multiple SS then galaxy then multiple maps. This would mean a Universe map linking to each map the game creates. Due to the size only one map could be open at a time. [/quote] I always thought it would be cool to play a game of 1 vs 1 vs 1 vs 1 on a small map, then the winner takes on th
Hmmm.... Sounds like the Ori from the later Stargate SG1 seasons :) Could be interesting.
Additional options.... Upgrade all modules for Star Bases as they become available (not just auto if already added.) I hate having to go through 100 star bases just to add a new module that is a new type. Also could just have a default Economic/Military/Mining base template one could select to have all of this type of star base follow if chosen to do so. Remember slider options - manufacturing - research - economic (especially i
Bump... No others have any input on this? or, would suggest different options? I think there is so much more that could be done in the Galactic Civilizations Universe :)
[quote who="Frogboy" reply="19" id="3658968"] My pleasure. The really short explanation is: A lot of this is more of an art form than a science and unfortunately, there is no substitute for experience. What bugs me, as a gamer, may be completely different than what bugs someone else. For instance, I've spent 3 hours today trying to make that twirling galaxy animation go smoothly when loading up a game. Because of the way it's implement
I have a new game/dlc expansion idea, which I think is somewhat unique but, would work in the Galactic Civilizations III Universe . Game The game would be based in the Galactic Civilizations III Universe but, focusing in on the trading/bazaar aspect of the game. You would start the game as a <
[quote who="Frogboy" reply="15" id="3658887"] Lol. Of course the game's been optimized over the past 18 months. But we all have different thresholds of what represents "good enough". Go play some Civilization VI and come back and tell me about long turn times and long load times. They had a massive budget and the game has immensely long turn and load times with a fraction of the data we have to deal with. The reality is, slow turn times,
[quote who="Frogboy" reply="1" id="3658890"] Soon the AI will be asking for money when the game isn't even running. [/quote] In that case Star Control please :) lol
[quote who="hedetet" reply="2" id="3658744"] Don't you have engineers in your company that can handle performance improvement? Or is that a "CEO's privilege"? [/quote] This was my thought exactly, why hasn't this game been optimized prior to 18 months after release? Either way, I'm happy Brad's back and can't wait for the changes he proposes. Can't wait to see the differences.
Brad's AI improvements should help keep the AI pacing w/ the player. As of right now the AI has an early advantage and then looses steam as the game goes on, so if the player can get past the early AI advantage it's just mop up after that. With Brad's AI improvements it should allow the AI to keep pace with the player and keep the mop up phase from being so lop sided. Hopefully.
[quote who="Syrkres" reply="17" id="3658295"] One thing I think it may be is my Faction images. All my faction images Background/Foreground are 1920x1080 and in range of memory 1.6-2.0M each. So I can since I use mostly my own factions I've created, that they could be causing me a problem. I've thought about trying to test this out, with low res images, but that seems to much like work (since I program for a living) I shouldn't be doing other peoples testing... [/quote]<