1) there is no official definition of alpha or beta. Because of the recent increase in open betas and early access many companies in recent years have upped the standards of what they call beta in order to avoid bad pre-release press. Often what companies call betas are games essentially ready for release with just a few bugs and balance issues. This has raised player standards for the condition a game is in when it is called a beta. Really, all beta means is "not done yet." This not really r
peregrine23
This was in Beta 3 as well. I don't think it is a bug, but a partially realized feature. I have no idea however if it was an idea that was abandoned or one that hasn't been finished yet.
[quote]Playing as the nasty Drengin, I built my first warship and got the pretty video, but it was a video of an obviously Terran style ship. [/quote] This is unfortunate, bit I don't think it will change. The best would be if the events showed the ship you were using, but that would require them to render it when the event happens which they have said they don't want to do. A slightly less drastic step might be to make individual cut scenes for each race. I don'
[quote quoting="post"] Just as I was putting the finishing touches on a ship, I go to click "proportional scaling," miss and throw my whole ship away. [e digicons]X([/e] If I click "Cancel" I would really, really appreciate it if it asked me if I was sure! [/quote] +1 I have lost hours of work having a momentary lapse where I thought the "cancel" button would just cancel the last thing I did.
I think the easiest fix for this is to raise the efficiency of the projects from 1/4 to 1/2 or 1/3, but not have the output of the project modified by science or economy buildings or space station modules. In the current system, at a certain point a mixed manufacturing/science world running research project will out perform a pure science world running 100% science.
I believe the issue here is with the auto-designer if you have not researched survey modules yet. In one of my games I found 2 survey ships fairly deep in the game and they worked fine, but in another game I found one very early game and it did not work. I think the problem is being caused by the switch to blueprint-designed ships from a pre-designed list of "lost" ships.
[quote]Removed the Yor Assembly project (now handled by the fixed duration projects) [/quote] Please don't do this. I think the assembly project works much better than the Fast Assembly which I find to be very awkward due to the difficulty in controlling the size of your population as well as the difficulty in building population on worlds with a low starting population.
I like to build defenses based on my opponent's ships and refit when I change opponents. That said, I kind of feel like all ships need shields, otherwise they seriously risk being destroyed before they can fire their first salvo. I have fought a bunch of battles with carriers carrying beam fighters and usually my opponent doesn't even get to fire.
you can edit the blueprints in ShipBlueprintDefs.xml and attach them to ships in ShipClassDefs.xml
They have said it will be better then GCII, they have not said much beyond that. It is not currently in the game, but hopefully will be in the next beta, so we can give some feedback before release.
I really want an in-game blueprint editor so we can design the ship-types we want and the AI will make and auto-upgrade them for us, but Paul has not been very receptive to the idea when it comes up in the stream. You can make blueprints through modding, but it doesn't allow you to adapt the the conditions in-game.
Approval: You need to build morale producing buildings and starbase modules. Most races don't start with these, so you need to research them. When you mouse over approval in your planet screen, you will get a tool-tip that shows your population, your morale, and where your morale is coming from. Just keep your morale higher then your population and you're golden. You might also want to try to keep your morale higher than your food, which is your max population for the planet.<
Production cost has been changed so it doesn't deduct the cost of the previous building anymore. Up until this version upgrading from basic factory (cost 30) to xeno factory (cost 45) cost 15; now it costs 45. Is this a feature or a bug?
[quote who="jmccrea" reply="30" id="3517542"] lets hope someone else loves ST ships as much as I do and can make some. [/quote] Look for posts in the ship design thread by Rand Johnson. I think you will be very pleased.
I haven't read it, but I've heard that there are intimation in the Elemental book that the Altarians are from the world of elemental, probably descendants of the Wraiths.
[quote who="jmccrea" reply="26" id="3517512"] weet news!! Time to start downloading Star trek sounds and seeing what Star trek ships I can find. i wonder if you can use the same ones from GC II? Could you move thoe right on and GC III would assemble them? [/quote] If you look through the ship design thread (pinned at the top) you can find a bunch of AMAZING Star Trek designs. Once the game is live they'll be able to put them in the Steam Workshop. Let&#
What they've said so far: Ships will not level in the base game. The first expansion will have commanders who you can attach to a fleet and the will level up and gain abilities and can be transferred between fleets.
[quote who="Tohron" reply="8" id="3517366"] One potential problem with the Shrewd bonus for pragmatic ideology: in Multiplayer, couldn't two players with Shrewd trade money back and forth to generate limitless cash? [/quote] No, players trading with each other choose the terms. Shrewd just means the AI will value your things at 25% more credits.
I love Doctor Who, but I'm not sure I would want a Whovian mod to GCIII unless it was a major overhaul of the game. It just doesn't seem like like the objectives of the game match the dynamics of the show very well. Galactic Conquest just has almost nothing to do with why I enjoy that show. That said, I hope someone proves me wrong.
[quote who="ozgunguner_99" reply="30" id="3517146"] I played endless space last week, i isolated an ai planet from other ai planets . Then what happened ? That planet produced a big fleet in one turn . [/quote] I really enjoy Amplitude's games. Endless Legend was the best 4x I've played in a long time, and I bought Endless Space on the basis and thought it was very solid. That said, AI is probably the biggest weakness of those games. Using Endless Space as an example
[quote]The kick here would be that let the Wealth be only dependent on Population factors, and Tourism be only affected by a planet's Influence [/quote] This is how it already works, so basically you just want to be able to build multiple tourism improvements on one planet? And you think this will make it less cheap?
[quote who="rhys2k" reply="9" id="3516273"] Be nice if you read the rest of the posts before just saying No. [/quote] Just so you know, the reason many of these responses are so brief is that this issue has been hashed and rehashed on this forum. From the side against an RTS or any tactical combat option, here are some of the major points: 1) It is a lot to ask to create a great turn-based 4x AND an RTS that is at least good. 2) It divides the players' ti
[quote who="Turkwise" reply="76" id="3517051"] Starbases do literally nothing to ships. [/quote] I've seen bases kill small fleets. That said, if there is something really wrong with starbases in combat, the battle viewer will make it obvious.
I'm totally jumping the gun on Beta 4, but I've been thinking a lot about combat since the stream on Friday. I think the way they were struggling to put together a good looking battle pointed to one thing that needs to be improved to take advantage of the new battle viewer and ship roles: we need larger fleets. A few ships ramming into each other will not be that interesting either visually or strategically. I don't know the technical roadblocks, but I think that it is clear that
Very good post, here are my thoughts on some of your points: 2) Couldn't agree more. UP is really underdeveloped and few turns between an issue being proposed and the vote in which you can influence people's vote through diplomacy would be a HUGE improvement. 3) There is a tech tree (get to it through a button on the default research screen), and if you found it, it would have answered your question about tech ages. Basically tech ages are a hard lock on certain techs