[quote who="Gilmoy" reply="2" id="3486525"] I detest losing any excess production. [/quote] Right now approval only effects growth and influence. I have planets with 0% approval and the tool-tip says I have a 0% production penalty.
peregrine23
Yeah, I have to say that it is disappointing they didn't make this a priority before entering beta. Of the many issues that the beta has, this is the one that irks me the most.
Yes. I'd love to be able to just create a hull, then tell the AI to build 50% mass weapons, 20% missile defense, 20% engines, and 10% life support and have it auto generate and upgrade. I asked a question about this in one of the early dev streams, and at least at that time they said you would have to manually upgrade custom designs.
There will be a tutorial, but I wouldn't be surprised if it doesn't make it in the beta.
Haven't tried in this build, but in alpha if you set your planet's production to 100% military you wouldn't get the idle colony button, even with nothing in the queue.
Not sure that I agree about getting rid of specialization, but I do wish they'd give you a construction point when you initially build the starbase. Needing 2 constructors to get a starbase that does anything useful is kind of a bummer.
Hey, I'm trying to log bugs and other issues as they come up, here are some notes from my first game in the Beta build. GalCiv III Beta Log Drengin Large Spiral All common Other races gifted Team selection a bit confusing, maybe “none” rather than “0.” Durantium hard to see on normal (non-strategic) map. Dots of color around stars in undiscovered space – t
I would like a notes section on the planet screen where I can type in some info about what I want to build or plans for the future of a particular planet. Especially once your empire gets expansive, it's hard to keep straight which planet was doing what.
[quote]Fleet Battles The marketing team is struggling in how to describe the fleet combat in GalCiv III. My suggestion has been to describe it in terms of Hearthstone. Your fleet is your desk and your ships are your minions that you crafted. However, where the analogy fails is that the actual "tactics" of fleet battles are handled AI vs. AI. So your skill is about how you design ships and assemble fleets. Looking closely at what your enemies are design
We’re a few months out from seeing culture and diplomacy at work, but since it sounds like beta 1 is pretty much complete and diplomacy will be a major part of beta 2, now seems like a good time to start talking about it. I’ve been going back to GalCiv II a lot lately and from an RP standpoint culture/economy is my favored play style. From a gameplay perspective though, it feels like it needs some love. I don’t know if the GalCiv III model will be the same as the Gal
Remember we're in alpha, pretty sure there will be tutorial in the the release build, but maybe not before then.
Voice acting can be effective in 4x if it is very limited IMO. The Nimoy stuff in Civ is sort of the perfect example: great voice acting, good quotes, and you only hear any given line once in a game. The problem with doing things like a greeting when you talk to a leader or a battle cry on attack, is that these actions occur repeatedly in a game and often in a short span of time. Even the best voice acting quickly becomes grating when the same line is repeated over and over. While I personall
I'm running GTX 550 Ti with 340.52 and having no problems, so it sounds like it may be isolated to the 600 series cards.
[quote who="trims2u" reply="2" id="3483767"] Frankly, 10 years ago, multi-monitor support was a *much* better idea than it is today. The economics of cheap, very large flatscreen monitors vs CRTs has changed the dynamics, such that virtually everyone goes for the largest single monitor they can afford (which is now hovering around 24" for the typical gameplayer). That is, the gaming population tends to upgrade their main monitor size, rather than add a second monitor to their
From what devs have said. the new combat will have additional attributes like range, rate of fire, and defense piercing. Let's not try to fix anything until we see what combat will look like.
non-aggression pact also allows free movement through territory I believe.
[quote who="thetechangel" reply="14" id="3483782"] 1) the ability to support multiple planetary sponsors[/quote] Already in and has been since they were introduced. [quote] 2) the ability to group together[/quote] What do you mean? You want to make a fleet of starports? Why? [quote] 3) the ability to build starport extenders (flightless constructors) that deploy defensive and offensive (starbase) modules, mining ring modules (for planet ind
[quote who="Z-74" reply="17" id="3483892"] Was there a Dev streaming yesterday? Anyone has a youtube link about it? [/quote] http://www.twitch.tv/stardock/b/553512308
I disagree about orbiting planets. I do think this would look cool, but it would add a level of complexity that I think would be more of a pain than a bonus. Settling the moon is a cool idea though. Having a special double planet type for planets that have a planet-sized moon seems like it has a lot of possibilities.
Just want to go on record as someone who absolutely does not mind the zig-zag movement. I barely ever notice it, and when I do it does not bother me enough to detract from my over-all enjoyment of the game. I hope they don't spend development hours on this, as there are so many things that have a much larger impact on the game-play experience.
[quote who="abiessener" reply="76" id="3481198"] On champ XP sharing -- the problem with having everyone get full XP is that with how limited (easy) XP for heroes is, it becomes the obvious and overbearingly powerful strat to always stack your champs up to maximize the (easy) XP you can farm off of quests/lairs/wildlands. And on a thematic level, LH is more about having heroes lead armies rather than D&D-style bands of adventurers roaming the landscape. [/quote] The prob
The ultimate items for mages are the mage robes imo. With a robe and mantle of oceans you can get your spells costs down to 0.
[quote who="abiessener" reply="51" id="3480286"] I ask because I genuinely think that the unrest nerfs end up creating a more balanced game between tall/wide empires, which is a scale that has previously tipped *hard* to the "wide" side. [/quote] I'm not sure that the tall/wide dichotomy makes sense in the context of this game. As I understand it, playing tall means you have a few awesome cities, and wide means you have many smaller/weaker cities. The reason unrest se
[quote who="Schaefespeare" reply="68" id="3480353"] Of course you change the playing field in mid-development,when you're in alpha stage, especially if you're going in the wrong direction. I mean how much of a game have we really got at the moment ? A little bit of AI, stuck in War-Mode, and I'm sure there must be something else but I can't remember what ! [/quote] At least now I know you're trolling.
Graveseal is still giving auto-crit against crit-immune units in 1.7 beta. Is this working as intended or just not addressed?