ScrivenerOfLight

ScrivenerOfLight

Joined Last seen Member # 2685508
7 Posts 159 Replies 15,609 Reputation

And to go back to the OP, my idea is essentially a modified version of what ParagonRenegade is suggesting--but instead of locking items, I'm suggesting an increase to the cost. If the cost difference is high enough, a player may be able to get most or all of the top tier perks from one ideology, but only one top-tier perk from another. This makes spending points on a secondary ideology require a lot more selectivity, which I think would add more strategic possibility, grea

36 Replies 143,255 Views

[quote who="Gaunathor" reply="19" id="3472895"] That's how it works already. Except, the cost increase is the same for all ideologies.[/quote] I know. That's what I meant by "the cost follows its normal progression." Basically, what I'm suggesting is that the cost wouldn't increase equally. For example, if you pick an ideology from tier one of the pragmatic tree, the pragmatic tree's cost would go up like normal, but the other two's costs w

36 Replies 143,255 Views

First, since the system is still very alpha, I think many aspects of ideology will change. I'm still reserving judgment. I tend to agree that the ideology tree needs some form of limitation because of mutually exclusive ideologies that are, at present, equally easy to get (assuming they are on the same tier). That said, the hard limits suggested in the OP might be a bit too limiting. I'd be okay if some were hard limited (those that are truly opposites), but I think mo

36 Replies 143,255 Views

I may not be able to watch the stream live, but in any case, the following are the questions I'd like answered: Question 1: Are there plans to have more than 3 trees? [quote who="EleventhStar" reply="5" id="3459676"]will there be a option that limits you to 1 ideology path vs being able to get all 3 at once? Both options have their appeal, so it would be cool to be able to toggle.[/quote] This is probably my biggest concern regarding ideolo

23 Replies 98,926 Views

After reading all the feedback, I suppose I'll throw in my thoughts as well. Overall, I like what has changed. 1) Monochromatic vs. Color: I agree with the folks that said they like the monochromatic because it creates good contrast, but I also agree with the folks that don't like the monochromatic because it affects the feel and immersion. I wouldn't mind the monochromatic look, but I'd prefer color. Perhaps we could have a desaturated color on the u

60 Replies 167,764 Views

[quote who="EvilMaxWar" reply="4" id="3456408"]but in galciv II, it was annoying.[/quote] Most of the time it didn't bother me, but occasionally it was quite annoying. Specifically, I hated when I had farms positioned on food bonus tiles and would select a slightly earlier farm to cap the population at 20b or so, but then a few turns later the farm would upgrade and I'd be growing toward 36b again. [quote who="ctiberius" reply="2" id="3456321"]Maybe a button on the pla

11 Replies 4,915 Views

[quote]Planets continue to produce ships even if the dock is full. It appears that ships produced beyond 10 are lost.[/quote] I haven't checked to see if it is different with the patch, but in the original alpha release I'm pretty sure the planets in orbit can exceed 10 and when this is the case there is a scrollbar. Posting from my phone and away from my computer, otherwise I'd double check to be sure.

3 Replies 2,174 Views

[quote who="Verenti" reply="28" id="3455934"]I'd give them different tools, but I wouldn't close off one way or another or make a side non-competitive in a certain dimension of the game.[/quote] Based on the doc in the founder's vault, I'd generalize the ideologies as benevolent=influence and growth, pragmatic=trade and diplomacy, and malevolent=production and military. Although I too would like to see a shift in the approach (as I have mentioned), I don&#

30 Replies 89,106 Views

[quote who="LordChess" reply="24" id="3455354"]If you haven't yet, go and check out the Founder's Vault and look at the latest PDF about the Ideology Tree[/quote] I've enjoyed watching this thread, and have reserved comment until now because I wanted to wait until a little more was revealed by the devs. Before alpha launched, some of us were discussing this topic in the GalCiv III Founder's Vault!

30 Replies 89,106 Views

[quote who="parrottmath" reply="100" id="3455327"] The building of colony / transport ships on the shipyard would be an interesting problem. I do like taking a little from each colony connected to the shipyard.[/quote] To me that is probably the only real solution--other than shipyards (somehow) having their own population. While there may be other possibilities, the only other I can think of would be to have the shipyard build empty colony and t

121 Replies 164,280 Views

We just posted very similar thoughts within 40 seconds of each other . . . I believe there is a saying about great minds . . . [e digicons]:grin:[/e] In response: I like what you added, especially your thoughts on planetary ship production and starport function, and I also prefer the distance-from-planet model better than the within-starbase-effect model.

121 Replies 164,280 Views

While I'm not having a problem with the single queue right now, I think I'll begin to miss having two queues once the AI has some teeth. Then again, they'd only have one queue as well--and so the real question, to me, is how will it affect how quickly the game progresses (pace) and how much time will be required micromanaging my colonies (ease of use). [quote who="EvilMaxWar" reply="20" id="3454034"]With dual production queue, I just adjusted the sliders. I put the social

121 Replies 164,280 Views

I'm not sure how exactly the point costs for each element of the ideology trees are calculated, but I believe the more you spend in one tree, the more expensive other trees become. This is, in some ways, a means of dealing with the differences in ideologies (i.e. the more invested you are in an ideology, the easier it is to go down that path and, conversely, the more difficult it is to go down the others). I'm okay with this, to a point, but I do think (and have post

8 Replies 5,220 Views

[quote]The Ship view takes up the whole screen, and it's pretty darned hard to make it go away.[/quote] You can click a different improvement from the available improvements list (instead of the selected ship) and the viewer will go away, but I agree, it is a bit large. Another UI issue in the colony area: when you drag an item from the bottom of a long queue (in which you've scrolled to the bottom), the queue jumps to the top once you grab the listed it

2 Replies 2,374 Views

I noticed on my latest game that when zoomed out fully, the dust clouds and nebulae often flicker and change density (sometimes darker, sometimes completely transparent). I've also had ship icons change somewhat arbitrarily (I think after a "found lost defender" anomaly event), after which time all the colony ships (both in my civ and the other) switched to the defender's icon.

5 Replies 2,693 Views

So I was able to get the game to crash! But I don't think it has anything to do with AI behavior--but maybe with quantity of AI CPU usage. First, I was playing on a small map against three opponents. The game first crashed at about the 175 turn mark when there were about 65 ships (in two stacks) next to the planet I quarantined. I loaded the autosave and had one of my units attack the AI for the first time then move back into the blockade. I hit turn, and the game

8 Replies 45,478 Views

Another issue I've noticed, though I don't think it is a bug, is that when the camera is at a tilt (even slight), the "near" objects (those at the bottom of the screen) will remain 3D longer than the "far" objects as you zoom out. Conversely, they will become 3D sooner than the "far" objects as you zoom in. This is somewhat confusing at first, but now that I understand it, I don't mind it. But I'm not sure whether I like it or not, yet. I pulled the image below fr

5 Replies 2,693 Views

I've noticed what you show in 5 D as well (main map shows both tactical icons and 3D visuals). I don't think it is a bug, but a slightly confusing feature related to camera tilt and distance. If you tilt the camera to a shallow angle, you'll notice the nearer object will likely be 3D while the further ones will remain icons. The only way I've found to keep them either all icons or all 3D is to have the camera at a straight up-and-down view.

12 Replies 5,562 Views

I just experienced approximately the same thing. One of the issues I think you had was when you attack a stack of ships, the remaining ships in the stack disappear from view but are still present on the map. That said, I was likewise unable to attack any of the six surrounding stacks of ships, and as a result, I couldn't invade the last planet.

1 Replies 2,080 Views

I pushed a game through to 500 moves, completing the research and all available upgrades to my 15 colonies on a tiny map--the only planet not owned by me was the Drengin capital. In the end, no crash--but no means for victory either. The Drengins surrounded their last planet with stacks of 30 and 31 ships, and for some reason I could not attack them. I tried loading saves, using different attackers, etc., but decided not to worry about it too much. I am curious, though

8 Replies 45,478 Views

I find the yellow selection outline is a bit confusing with the unusable yellow-outlined tiles. Though they aren't exactly the same, it makes me second guess which tile I have selected and whether I can build on it, especially if I happen to have an unusable tile selected. That said, I'm reserving any real judgment until we see the upcoming "revamped" colony management screen--I think many of these little oddities and annoyances will be weeded out.

3 Replies 2,517 Views

Processor Information: Vendor: GenuineIntel CPU Family: 0x6 CPU Model: 0x3c CPU Stepping: 0x3 CPU Type: 0x0 Speed: 3392 Mhz 8 logical processors 4 physical processors HyperThreading: Supported FCMOV: Supported

26 Replies 12,411 Views

[quote]Invasions- I maxxed techs and had several different attack ship types around enemy planets but was unable to initiate invasion. Not sure if enabled yet or not, but my attempts to move ships into the enemy planet or use commands from adjacent squares yielded no results.[/quote] ParagonRenegade had the same issue, and others (including myself) have had a similar issue but with colony ships and unclaimed habitable planets. If you load an autosave, that seems to make it possible to

5 Replies 16,322 Views