I under[quote who="Frogboy" reply="3" id="3586590"] My problem with the per planet wheel is that it is too gamey. I don't mean in terms of it being exploitive. It just totally rubs me the wrong way. [/quote] I understand, and though I've posted a lot in support of the planetary production wheel, that isn't what I'm talking about here. That just happens to be the context in which the comment was made. In the stream on Friday, Paul basically said that the
peregrine23
[quote who="Ashbery76" reply="1" id="3586566"] Not a chance. [/quote] Why exactly not?
Something Paul said during the 9/4 stream has really stuck in my craw. I know Paul isn't an expert on AI, so there might be some misunderstanding, but Paul said that if they had the AI govern the planets at optimal efficiency using the planetary wheel, it would be so good at it that it would seem like it was cheating. Isn't this exactly what players want when it comes to AI at higher difficulties? I am no expert in game AI, but it seems to me if you have an AI that can
I know you guys are probably sick of hearing it, but please leave the planetary wheel in as on option that can be turned on or off. Now that it has pretty much been confirmed that the underlying economy of CGIII will not be changed, I think it makes more sense to leave the planetary wheel in as an advanced setting option in the the game set-up menus. It would be off by default, so only those players who want it will ever see it. Because the "normal mode" of the game would be without the
People have lots of interesting ideas, but from what I've heard from Brad and Paul, it doesn't sound like they are revamping the economy, just how the player interacts with it.
Pretty sure we will be getting revisions to the planetary projects in along with the elimination of the planetary wheel. It works now, but probably won't be a good idea once the planetary wheel is actually gone.
I haven't played Dwarf Fortress and only know it by reputation, but please don't turn my 4x into a rogue-like. The market is over-saturated with those as it is.
[quote who="Frogboy" reply="9" id="3585148"] But more specifically, what we want to do is set up a system where the player is creating an intergalactic government complete with governors, senators, etc. This is long going to happen in 1.4 but this is the direction we want to see the game go. [/quote] This sounds amazing. I think my main resistance to eliminating the wheel is not that I love the wheel. I do like the wheel, but I agree it feels very game-y and so is does
SD devs: Is the social/military slider going as well? It causes at least as much if nor more micro as the spending wheel.
[quote who="Frogboy" reply="3" id="3585123"] The global wheel is staying. But the idea that players should have to monkey around with a per,planet spending like that is really off putting. It was something new we tried and it just doesn't work. It has nothing to do with the AI one way or the other. [/quote] Okay, I guess I read too much into a few comments then. In that case, I'd like to speak as someone who disagrees that managing planet-by-planet is off-putting and
I'm pretty sure SD is not talking about removing specialization entirely. I have not seen or heard a single thing from them that even comes close to implying that. My sense is that their focus is 2-fold: 1) Reduce the extremes to which planets can be specialized or at least the efficiency of specialized worlds in order to reduce the player's advantage over the AI. 2) Reduce the incentive for players to check in with their planets each turn and thus reduce micro, especi
So, why is the wheel getting the axe? From everything I've read and heard, it's because SD designed a game the AI can't play well. This isn't totally a criticism in my mind. Paul designed this game totally with the player in mind. He was thinking about what would be best for the player without running it through the "can the AI handle this?" filter that can dictate a lot of decisions in a symmetrical 4x. This issue was compounded by the development process, where alpha/beta te
[quote who="Khazdek" reply="13" id="3585062"] Can people who like the wheel please elaborate why they like it? In my opinion it doesn't add choice, its just extra bookkeeping. I want a science world: build labs put planetary wheel to 100% science I want a industrial world: build factories put planetary wheel to 100% production I want an economical world: build markets put planetary wheel to 100% wealth [/quote] These settings are only for
Sorry, but I have no sympathy for you. The colonizing events are supposed to be random and unplanned-for. I think save scrumming them is against the spirit of the game and of the events. If that's how you like to play, more power to you; but I don't think they should feel beholden to make that kind of gameplay more convenient.
[quote]We ARE going to get rid of the per planet spending wheel. I know many of you like it but it is just incredibly tedious to deal with and violates the general spirit of GalCiv (there's a reason we never had this in previous GalCivs, it's not like we hadn't thought of it). In its place will be something different. We'd like to hear what YOU would like to see in there. [/quote] A ) I know this is in vain, but please don't remove the planet
I don't care about score, but early win and few crystals destroyed should be the primary components. Given the objectives of the game, the best score should be for a very early win with no crystals destroyed. Ah well. [quote]To be honest of the minor heroes only the Swamp Giant and the Imperium hero are worth keeping with your main army. [/quote] Have you used Korthox? Stack some accuracy and initiative on that guy and he can shred armies.
Hey, I've been around since the beginning of early access, but a month or two before SK went gold I took a break for a while. I came back when they put out the 1.1 opt-in. I have to say this game is super frustrating. There is so much potential here: SD did a great job of distilling a certain part of the FE experience and turning into a very cool combination of light 4x, rpg, and tactical combat. There is so much to like in this game, that it is really a shame that it is marred by bugs. S
In my experience Keplin is easily the weakest of the champions. The main reason in my mind is his channeling tree. I almost never find myself using more than 2 or 3 casts in a fight, and early game I usually don't have the mana even if I wanted to. I really like him thematically as the champ that aids sovereign casting, but I think there are more effective ways to do it than simply adding sovereign casts. Here are some ideas for abilities that could replace some of his channeling line tha
Spell mastery is calculated into charm spells and it is reflected in the tool-tip when you cast the spell (at least in 1.1). I stack one of my guys with rings of mastery and spell mastery enchants and he can get most units' resist chance down to 3% (which I believe is the hard floor).
I love the writing, but I do agree there is a bit of a clash of tones in this game. The visuals are bright and cartoony enough, but I think the humor of the writing should have been brought at least slightly into unit and item design. I have not encountered one jokey item, spell, ability, or unit in the game. That makes the bulk of the actual gameplay feel very serious, while the dialogue and quests are handled with much more of a wink and a nudge.
[quote]Does this ring apply to sovereign cast spells? [/quote] Yes [quote]will that be affected by the patch where the unit no longer loses its turn? [/quote] No Put it on a high initiative unit that is hard to kill or one with damage spells.
As of 1.01 synthetic population shrinks each turn if it is over the cap. However, the decrease is slow enough that is still seems synthetic races can pretty much just use their morale as their pop cap.
No game can be everything to everybody. For me, the micro IS the game. My goal isn't really to win, its to run the best empire I can. The ability to take a little extra time to know my colonies are operating exactly as I want them is awesome. I think this game has hit an excellent balance of allowing players who want to optimize to do so, but not making it so critical that you can't succeed without optimizing. I sympathize with the players who don't want to spend the time to optim
Yeah I have a ticket in about the same thing.
This has been a known bug since beta 3 I think, I love Stardock, but the fact that this made it into release is a little sad. Do the credits still roll over to negative too?