ScrivenerOfLight

ScrivenerOfLight

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

In the "Galactic Civilizations III Alpha Available Now" post, Island Dog calls this a "First glimpse at new Ideology screen." I'm not sure if that means this is only a shadow of the ideology tree's full functionality, i.e. there will be more than just the three ideologies with three tiers, or if this "first glimpse" is the unveiling of the screen and it is, more or less, the way it is intended to be. That being said, I agree that this feels somewhat flat and mostly just a name

6 Replies 5,156 Views

I've gone through three games in which everything is colonized, but the AI just keeps kicking out colony ships, constructors, scouts, and military ships--leaving them in fleets just outside their planets. In my current game, I'm playing a tiny map with one opponent--the AI has 3 planets and I have 13. All the planets are occupied. I was planning to just work through the tech tree all the way. I'm at turn 86. [quote]My game was a strictly peaceful research one, in w

8 Replies 45,478 Views

I have noticed, however, that the ideology tree does have some glitches. First, sometimes the selected element of the tree does not remain "filled in" after unlocking it, and it can be unlocked subsequent times (at least, you can spend the points, though I'm not sure if the benefits stack). Second, sometimes when you open the ideology tree to spend points, a specific element of the tree is highlighted and the "unlock" button is available. If, however, you select a differen

2 Replies 2,615 Views

Thanks for the update, mormegil! Love what you guys are doing, keep it up! Having colonies in the middle of prairie oceans with food bonuses is vastly outweighed at this point by all the great stuff going on in colony management, in my opinion. Not to mention the anticipation of what's to come!

14 Replies 20,894 Views

[quote who="Dumhed" reply="5" id="3452832"]Perhaps thinking bigger... what if there were quite a number of "bonus" tiles, some of which aren't so much bonuses as they are creating tile differentiation.[/quote] I think that colony management is working in this direction already. I noticed that the arid tiles, for example, cannot be used for food production (once researched, of course). This is an awesome addition to the game, in my opinion. I think

14 Replies 20,894 Views

So I've played through two games in tiny galaxies, and noticed a few graphical issues that I haven't seen mentioned yet. First, though, I'd like to echo what many have already said: beautiful game thus far. I am amazed that it will be better . Loading/Menu Flicker: On game load, after the intimidating "loading" screen, I often get a green flash. Then, after the "THIS IS AN ALPHA" note, another green flash. Map Issues: On the first turn of

5 Replies 2,693 Views

[quote]Tile focus on planet build often jumps back to colonybase instead of next available slot[/quote] I noticed this too--and sometimes it quickly bounces to the colony base and then to an available tile. [quote]Cant colonize a habital planet (Zilpha 2 on my map) in total 3 planets that show habitable but no go[/quote] I had this happen too, not sure why.

1 Replies 1,907 Views

Sometimes it adds up to 99% too. I have a feeling this is just a rounding issue, but I do think it should probably be tweaked to prevent showing 99% or 101%. Also, when you push the red pin to the outer edge of the circle, sometimes it shows -0%.

7 Replies 6,728 Views

I had another single planet that couldn't be colonized in my second game. I haven't seen any other posts that mention this, though, so I'm not sure if this is widespread or if I just got (un)lucky the two times I've played. This time, the planet was listed as "habitable" (no other designations) and was class 4 or 5 (last time it was class 11). Also, the Drengin arrived at the planet and parked a colony ship there until I destroyed them.

4 Replies 4,643 Views

[quote]Being able to waypoint them with the shift button would be great, particularly useful when I'm exploring manually and want the ship to follow a specific route to be more efficient with the exploring[/quote] I agree that this would be nice--sometimes I'm not a fan of the auto-explore direction, which can be a complete pain to deal with. [quote]A way to adjust the build order in the colony cue would be great[/quote] You can drag items up and down, but I am

3 Replies 3,514 Views

[quote quoting="post"] I like that the bonuses have more than one potential affect. A big thumbs up on this. [/quote] Totally agree--adds great depth and thought to colony layout and strategy. Seems like there are an awful lot of bonus tiles sometimes too, relative to GCII. On one of my planets in the last game I played, I had 7 bonus tiles out of 17 total. Not sure if this is too much or not, because they are so varied. Other thoughts on bonus tiles:</

14 Replies 20,894 Views

[quote]There is a Debug Console in the game so you have some interesting commands to play with. Just hit the "`" key, it's above the Tab key.[/quote] Thanks for the info! [quote who="androshalforc" reply="1" id="3452755"] turnactions nice i was just about to write my current game off as broken because i diddent want to deal with destroying and rebuilding a research station every turn[/quote] When you are done improving a colony, if you don't want to

5 Replies 10,350 Views

[quote]Treat the nebula like a sensor fog and give a line of sight that you cannot see through the nebula, only 1 layer range from outside. Thus, one could hide ships in these nebulae or dust clouds, or a star-base hidden in them. I think this will bring in some strategic depth to the game.[/quote] Totally agree with this basic thought, though I'm not sure what "1 layer range from outside" means... Do you mean that from the outside you can see into the nebula by 1 space?

25 Replies 114,302 Views

[quote]Finally, I think some survey goodies are a bit on the strong side. +2 moves for the whole fleet is a tiny bit strong early game, and finding a ship with 8 attack and 6 defense twice in 5 minutes could be a game breaker. That said, the anomalies themselves are quite good looking .[/quote] I totally agree with this--within the first 20 or so turns I got three precursor ships, one through survey and two through colonization (ice caps event). As a result, I just killed all of

9 Replies 66,520 Views

[quote who="EvilMaxWar" reply="4" id="3452631"] The claim that White and yellow might be hard to tell apart on some monitors might be genuine although I do not have this problem here. For this reason I support the use of Green.[/quote] I agree with this--the color difference (or lack thereof) wasn't an issue for me, but I think green text would be much easier to read at a glance.

6 Replies 4,362 Views

I've noticed that others have had some issues with colonization and related events. The issue I ran into during my first playthrough was an inability to colonize a particular planet. The planet was habitable and a bread basket, but I couldn't colonize it from any direction. I also tried multiple ships. Perhaps this is a tech issue, i.e. I need some form of planetary adaptation in order to colonize... Also, I've seen some interesting suggestions, such as allowing players to

4 Replies 4,643 Views

One strategy I've been playing around with (to good success) in the early game is not maxing out my home world with manufacturing but instead focusing more on getting several decent manufacturing planets as I expand--always keeping a low percentage of production on manufacturing and always building on bonus tiles (sometimes only on bonus tiles until population increases enough). Basically, I am selective of which planets will be for manufacturing early on and get the most bang for my

12 Replies 74,362 Views

Thanks ParagonRenegade. I was aware of the three options you mention, but wasn't sure if there were other more static forms/shapes for galaxies that I was somehow unaware of. Although I'm not new to Galactic Civilizations, I've not been very involved in the online community for GalCiv II, so I wasn't sure if there was some mod that everyone had (or if I had just somehow missed a standard feature) that further affected galaxy configuration.<

57 Replies 51,075 Views

[quote who="satoru1" reply="31" id="3449660"]There are definitely some 'configurations' that are only possible in 3D. For example modelling a dense 'core' galaxy, with the outer parts ofthe galaxy being less dense.[/quote] I think such a configuration could be imitated well enough in a 2D map. I realize it wouldn't be exactly the same, but 3D isn't necessary to simulate essentially the same feel. [quote who="Tridus" reply="33" id="3449753"]You could sti

57 Replies 51,075 Views