In GC2 a planet had colored tiles to indicate which terraforming tech was needed to add a tile. That's part of what you are talking about. However, this clashes with allowing the player to choose from multiple locations and use adjacency. Perhaps tiles that might be terraformed in different ways could be colored from the start but a limit of one use for each tech maintained, with the abstracted idea that planetary resources (water especially) would only allow that much
Bamdorf
I am guessing that the recent sale, which appeared to bring in a lot of new players and a lot of new feedback (which in the long run is a good thing imo), is something that the devs will want to digest before releasing the next beta, especially as regards game stability, i.e., crashes and freezing. I am also guessing that the timing of this sale wasn't necessarily what SD wanted...Steam offered to feature GC3 and they could not say no. Again, a guess. That said I thi
[quote who="BlackMerlin" reply="132" id="3527753"] Starting to feel sorry for Frogboy as this thread is getting to be rather long. some ones got ALOT of reading to do [e digicons]:D[/e] [/quote] Personally I am betting Frogboy is very happy with the response. Shows a lot of people care and also shows that there are a lot of ideas out there. A designer lives for ideas (or should). Win-win-win. Just my guess tho.
What I meant was that if I change the scale for a part, the next part I do will revert to the previous scale setting...which at present is about 10% of normal size. I will try the set defaults...duh. OK I think I have figured out my confusion. The default setting is 100, which on larger ships is towards the left end of the scale setting. DOH, 100 means 100%. I had thought I had been able to change the scale and then use that new scale repeatedly. Th
Perhaps the best compromise is to require a scaled number of turns to upgrade depending on distance from a shipyard. The process of sending out parts and so forth would remain abstracted. Decide on a appropriate speed for the parts ships and set the turns accordingly (Maybe your best current engine speed). So a ship 100 turns away from a shipyard might take 10 turns to upgrade. No more micro than current, and a difficult decision for the player on whethe
I think the idea of making several different types of modules that could be built into a colony ship sounds very interesting. At a minimum one would be a base camp. Further, being able to send the colony ship back for a another trip (without any modules of course) would make sense. The whole thing would depend on the greater part of the building expense being the modules as a whole rather than the ship. Yes, it adds micro, but a potentially very interesting micro.
How do I reset the part scaling in the ship designer? Somehow while adding parts I wanted to be small it got stuck near the far right end of the scale, and I don't see how to put it to a different point for more than one part added. Obviously once again missing something obvious (sigh). Thanks in advance!
[quote who="maniakos" reply="16" id="3528172"] Quoting Bamdorf, reply 9 Quoting maniakos, reply 6 The way the production
OK. it looks like raw prod = (2.1 * (raw pop)^.75 +pop capital bonus) * (1 + production bonuses) gives answers that a fairly close to the results displayed in the game for half a dozen colonies from the above mentioned saved game. *in this case the only production bonus is from high approval. Note: bonuses labelled manufacturing are not used to calculate raw production. In each cash manufacturing and social were both set to 100%. &nbs
@androshalforc: Thanks, I will be checking this out. Can't help myself, lol. However, I wonder if the numbers in the global file being 2.0 and .7 mean that it has been fine tuned to 2.0^.7 --- should be easy to check.
[quote who="maniakos" reply="6" id="3528014"] The way the production bonuses are aplied, makes high morale and the production racial pick imba since it is applied multiplicatevly and not additive with all the rest of the resource bonuses. Also since it's applied to all specializations, all of your planets benefit from it, in constrast to the racial bonuses to specific resources. In my book that will always be a mandatory pick in all custom races. [/quote]</
@ Unknown_Hero Thanks for finding those entries, but I don't know how they affect anything at the moment. In fact, if I start with Iridia and set research 100%, , I find that pop =10 (about the point that pop should equal production) and capital bonus production is 8. I also get an 11.6% boost from approval (a global multiplier) and 10% racial for "cleverness". 18 * (1 + .116 + .1) gives 21.9, which is very close to the displayed value of 22.1
@peregrine23: Thanks a lot! Somehow I missed the point about different levels of base production as a level of population. Makes it a bit difficult to reproduce numbers without knowing the formula...which I think is an important part of testing, but whatever. So my original idea that approval bonuses apply to base production (because the tool tip says "production") is valid, while those labelled manufacturing apply after base production is determined, to wit
I can see the attempt at alternating colors. But is distracting for me I think because I am straining to see the lighter colored entries. Might be useful for highlighting entries I haven't visited, though. Hey it's worth trying things out but for me it's not an improvement. Just my 2c.
I thought after doing a number of calculations that I understood the formulas for production and projects. But of course I couldn't stop and kept checking. Oops. At turn 133 of an immense game as Terrans I have a very new colony, Xaanadis III. The details are shown in the screenshots below; the save file is here: https://www.dropbox.com/s/2c4oy6ltijerjul/hum11.GC3Sav?dl=0 So
It occurred to me just before I read androshalforc's post is that the research bonus shouldn't apply to research produced by a manufacturing/research project. Or, it should be gimped in the same way, i.e. divided by 4. Or, here's a thought...manufacturing bonuses shouldn't apply when factories are being forced to do research. One way or the other is perhaps workable.
[quote who="androshalforc" reply="8" id="3527713"] Quoting tony_2011, reply 6 Also is it my imagination or when I highlight a ship in a stack and then move is it the unhighlighted ship that moves??? you know ive noticed that to i thought i was just going crazy but thats what seems to happen<br
[quote who="Gilmoy" reply="33" id="3527619"] It's correct, as intended. Look at my equation above. Research Project is defined to create raw rp, which then goes through your entire +rp% pipeline, exactly as if you had that much raw production from the wheel. You do get the double benefit of both of your pipelines: all of your +mp%, divide by 4, then all of your +rp%. Let w be whatever raw production you g
[quote who="Larsenex" reply="4" id="3527319"] I turned off my Virtual memory as I have 16 gigs as well. /snip/ [/quote] I (at first) also turned off virtual memory when I got 16 gb. Then I learned that turning off VM represents a fraction of a percent improvement in performance, and that it has some potential side effects, such as introducing instability and preventing the formation of crash dumps. So when one goes to the VM settings, there wil
Short answer, being able to build it is a very nice perk. Being able to build it multiple times would be drastically OP. Same for any super projects. It's not just a question of blue prints, if one wants to think of a rationalization. It's a question of unique people and resources to make it work. Think Manhattan Project. They could have built another Los Alamos, but who would they have gotten to staff it? Where would they ha
[quote who="Gilmoy" reply="65" id="3527208"] I actually wrote a 3-hour response with my reply to the OP (plus some ... sidetracks). When I clicked "Post Reply", it took me to a login page. Logging in did not post it. Going back in my browser cache took me back to the previous reply I edited (the one above). So this damn Forum software ate my post. I'll know to never trust it again. [/quote] I learned the hard
[quote who="Ownwolf" reply="3" id="3527475"] Planning the colony build order is annoying. [/quote] It's not very clear as to what about planning the build order is annoying, so I may be missing the point. Nevertheless here is my take on "colony build order". With adjacency bonuses and "coordination" buildings, such as research coordination and solar power plants, and super projects, the build order and location combined gives a extr
Playing an Immense game today I noticed a couple of things. First, if one builds a second starbase near a relic, if you build relic mining modules on the first one you can still build them on the second, but they do nothing. This makes perfect sense as otherwise would be way OP. I note that if no relic is in range the relic mining modules don't appear in the module choices. In the case I mention, they should not appear in the modules available list
One small point...if you use dropbox, when you get the link, you need to change the last character to one from zero. This is so that when you post it it doesn't stay a link but downloads the picture. Just saying because it confused me.
My suggestion is that rather than applying arbitrary restrictions to reduce player choices, do two things: 1. Make the "value" of a ideology pick increase significantly as one moves up a particular trait line. Then, the benefits of focusing will outweigh the benefits of picking from multiple ideologies. There could also be synergy bonuses --- as you increase the number of picks in a particular tree, the following picks have reduced cost. That makes intuitive