Found it shortly after I posted. This thread can be removed now.
Tharios
Delete.
I think people are confusing the apm of a particular minute with the average apm throughout a game. While a good player can set many things in motion all at once, no good strat game has a high average apm. The point of a strat game is good planning, not being able to do dozens of things in a minute. Only tac games should have high average apm. That, and crappy games in general. Games will lose their "twitch" and "min/max" elements when AI becomes worthwhil
So wait...they're something you find on a random planet then?
Are people really thinking from that tiny clip there will be a campaign story despite the repeated and unwavering assertions to the contrary? Are people really asking if that was in-game footage? I just...I can't fathom... Nevermind... I'm hoping that footage is part of the opening cinematic for the game. It looked pretty good. Now I'm going to hide from the forums again because you people hurt my brain. "In-game footage"...seriously?
Personally, I think the comment about American culture didn't go far enough. But, since that's not terribly relevant to the topic, I'm ok with that too. It's a culture in denial, as evidenced by the above responses to that particular line. Denial is always a lethal mistake. I can agree with most of the OPs points, though I don't agree that the Vasari will be devastatingly overpowered. I tend to do far better with the advent than the vasari m
Yeah, I'm most certainly in the camp that performance and balance improvements always trump cosmetic improvements, without exception. This picture set issue is less than irrelevant. You're complaining about a total non-issue. The fact that you take issue with the "problem" is also a non-issue.
I'm...I'm confused. Is the OP actually serious? Because if not...what a waste of a thread...it's just not that funny. And if he is, then I can't figure out if he's crazy or stupid. Though in that case, it's still a waste of a thread. I just...I don't get it...
[quote who="Yarlen" reply="11" id="3056276"]A lot of time has gone into art for Rebellion, which only hit full stride a few months ago and has continued to accelerate. While that's finished up, we now spending more time on balance and making sure that things actually work/play as intended. Add that to improving existing systems and trying to keep memory use in check, and it adds up to a lot of time. We'd rather take that time to make Rebellion really polished than rush it out only to
@ Astax: Actually, I think it may be possible to mod your initial colony upgrade idea into GalCiv2 (though it would still be interesting in GalCiv3). In fact, that's on my list of things to do anyway. But, we'll see.
@ Rafaj: As MarvinKosh pointed out, any ship designs you've seen with a flat flight deck isn't just one part. Nearly all of these designs and others are mostly composed of repeating overlaps of identical parts with other parts for positioning. So my advice is to use the flat side of the long, straight plank about half a dozen times or however many you need it for.
I've mentioned these ideas elsewhere but... HEX MAPS, HEX MAPS, HEX MAPS, HEX MAPS! Ok, in all seriousness, hex grids give a slightly more organic feel to a map, and generally make a 1:1 range ratio a more reasonable proposition. "Rock, Paper, Scissors" damage/defense types. It's simple, effective, and applied correctly prevents "godships" and fleets no matter how advanced the tech is. More strategic variety. What I mean by this is things like
. The main topic of balance is the balance of power among all Civs in a given scenario. Having minor civs that can colonize, or that can't colonize but are as powerful as a full Civ can drastically alter the rate and manner at which full Civs expand. It will also mean greater use from alliances with minor civs. Imagine allying with every minor civ on a map? Making a United Federation of Planets all your own, gaining access to possibly unique technologies and such.<
In terms of actual thrust, a certain degree of symmetry is necessary, actually. Think of your ship as a lever, and its center of mass as the fulcrum. No, there's no drag per se to affect the ship's handling, but there is inertia. Positioning an engine off-center or a maneuvering thruster off-axis without an appropriate compensating engine or thruster opposite it would result in a nearly uncontrollable craft, or at the very least a very energy inefficient one. &n
Here's my take on it all... -- Incorporate the concepts of Type 1, Type 2, and Type 3 civilizations. Attaining Type 1 allows you full access to the advantages of your starting star system, and attaining Type 2 puts you out in the galaxy, while attaining Type 3 would be the victory condition. - Type 1 will be attained through research into "united world government" of some kind. That could be through diplomatic congress like the U.N., or it could
I think it bears mentioning that the first two MoO games have as much in common with MoO3 as any GalCiv game does with SoaSE...except that SoaSE is cool and MoO3 was utter garbage by any reasonable standard. I feel bad that so many designers and developers put their time and effort into that game only to have it come out so bad as to be essentially unplayable unless you're an OCD math addict. And then there's the AI...which has got to be the worst in history. MoO3 wa
Well...every improvement entry has an tag, which supposedly affects the importance of the improvement to the AIs in the grand scheme, though I don't know how big the numbers have to be to make a real difference. Aside from that, if the AIs recognize the "powers" of the temples to be worth X, and then factors in maintenance costs, etc, then it shouldn't be any harder to make the new improvement enticing than it would be to rebalance the temples themselves. But
Update: Just for kicks I decided to take a stab at it and see what happened. What happened, was nothing. I modded the Market improvement to do what the temples do instead of give an economic bonus, and nothing happened. Now, in a way that's a good thing, because I think that means the tags can be used safely elsewhere without messing up the game. Unfortunately, I have no idea if they actually work. I think part of the problem is that so early in the g
[quote who="foxthree" reply="1" id="2946821"]In TA very little is hardcoded but if your using DA or DL most of that might be.[/quote]Well, I normally would've just tried it out in the mod folder to see what happens, but I thought it might be better to just ask first. Hopefully this is a good sign though, and if those tags aren't hardcoded to the internal names of the temples, then I'm in business.
I've been looking for ways to spice up the game in my modding efforts, and one of those ways is to alter how certain civilizations create a stable economy. There is of course the one supremely obvious way, kill a civ's straight economic capacity and jack their trade to new records; which is of course a little more involved than that's the gist of it. Aside from that, there's realistically not much wiggle room in the game's model for alternative methodologies.
[quote who="BrotherBulger" reply="5" id="2941866"] May we get back to the thread now, please?[/quote]Good point. C'mon guys...I answered the questions, now its your turns.
[quote who="GW Swicord" reply="3" id="2941528"]I'd like to see GC3 be a game where we could basically 'playtest' different answers to your questions. The '4X' genre has been fundamentally in a rut since it began. No game so far has even attempted to put a truly abstract system behind a worldview-based UI. To use pen-and-paper RPGs as a comparison, the TBS genre is stuck in the D&D rut and has yet to see something equivalent to the Hero System or GURPS. D&
1) I can't say I'd prioritize any of those above the others. To my mind, they're all equally integral to building and maintaining a strong, stable society. 2) Probably somewhere in between. It's an unfortunate fact of life that war will always happen at some point, and it's necessary to be fully prepared at all times to follow any conflict through to the end, and with victory. 3) Most certainly the best infrastructure and quality of life.
Out-of-the-box, there are few ways to influence how the other AIs vote. It's dependent almost entirely on the value in the tag, and the arrangement of the voting options of any particular issue in the "UPIssues.xml" file, detailed below. 0 = Vote completely randomly. 1 = Vote larger numbered option if you're winning. 2 = Vote larger numbered option if you're losing. 3 = Vote larger numbered option
So I'm getting to a point where I'm going to be examining my results soon, and before I stop tinkering with values and such, I'd like to ask . . . Does anyone know exactly what the programmed "goals" of each of the 4 AIs are, and their method to fulfill them? I mean, things like exactly what a given type of AI out of the four gives greater or less weight to in a "decision" and how much? I'm not looking for hard numbers, but just more details on their base