[quote who="Mystikmind" reply="47" id="3425512"] Hmmm, i don't like the look of this thread, cause i don't like an AI that will 'beat' me! What i want, is an AI that will 'withstand' me which is something very different entirely. The problem i always encounter in the old Galciv games, if my difficulty level is too high, i get wasted early on in the game, but if i put the difficulty down a bit, yes the early game is challenging but then after that the A
Tridus
[quote who="Space Voyager" reply="383" id="3425608"] Yes, I'd love to see it added to minor extent in EU, too. I think you "hardcore strategy people" envision tactical combat as something necessarily extremely time consuming, strategy destroying and thus inherently bad for GC. Which is not true. I would welcome a tactical combat with very limited player input. Not guiding each ship, not giving individual attack commands. Fleet actions, general orders. Something
[quote who="Frogboy" reply="32" id="3424376"] There is almost no way someone is going to beat the GalCiv III AI playing at its best non-cheating level without resorting to exploits. [/quote] That's a bold claim. It's good to have lofty goals, but don't be surprised when someone figures out how to do it.
[quote who="WIllythemailboy" reply="372" id="3424787"] Wikipedia: Shoot 'em up is a genre of computer games in which the main gameplay focus is on shooting, such that other aspects of the game are often simplified to facilitate this. If you can find a better definition for what tactical combat would do to a game, let me know. True, the term is usually applied to run and gun games, fixed shooter or rail shooter games. Those are not the only type
[quote who="lecek" reply="29" id="3424944"] The interface is deceptively easy. For example, if you are new and just researched advanced extreme world colonization (it doesn't matter which) your economy might suddenly tank. Advanced players would recognize that the increased production on a lot of worlds all at once might hit the account, but a novice will have no idea what hit them. The podcast player had that same issue, he researched a new improvement (science wa
[quote who="Stringer2" reply="32" id="3424633"] First, as far as I have understood right, modern AI works all the time in the own thread(s) ( ) and not just when you press end turn.[/quote] The stuff that happens at the end of a turn can't happen until the player pushes the end turn button, no matter how many threads you have. Also if turns are sequential the AI can't go at all until their turn comes around, no matter how many threads you have. The AI can use lot
[quote who="Stringer2" reply="30" id="3424621"] Your point? Lets assume you have 16gb ram in your computer and all that is available for the game. Do you seriously think your cpu could process all that all the time? Even the bus speed limits transfers to somewhere around 5-10gb/sec, so with that kind of processing you would get something like 2fps game. And that assumes you only transfer the data between cpu and ram modules without doing even a simple 1+1 calculations, which would reduc
[quote who="Stringer2" reply="11" id="3424521"] And the DoStuff probably wants to run in parallel with Task.Run or something. What I'm trying to say, is that .NET is full of tools and sugar candy for thread programming. As long as you'll keep few basics in mind, it should be piece of cake.[/quote] Yeah, for sure. :) It's a good framework. I don't know how popular it is for games though.
[quote who="Stringer2" reply="26" id="3424511"] Yea, but it is no concern of programmer. The OS handles that, unless the programmer specifically wants to participate in the process. Despite your needs, there is no way a regular PC could move all that data to registers and do calculations with it at once. Even if there is data available worth of Xgb, you'll need only few kilobytes of that at once. That is why the virtual memory can work so independently.[/quote] It becomes th
[quote who="lecek" reply="8" id="3424452"] Quoting Lucky Jack, reply 7 I too am looking at the new economy screen and a new puzzle appears. GC1 and GC2 divided the manufacturing spending between Military and Social spending, but this picture makes it look like that is going away. Without seeing an example of controls for individual colonies, it is unclear whether the build queues for colonies are also being combined into one queue. Two build queues, one for military and one
[quote who="WIllythemailboy" reply="363" id="3424433"] Quoting Azurak, reply 362Ah, well, that's a bummer. At least tell me it's not going to be real time... You can take that as a given. One feature we do have confirmation on is that there will be some sort of completely asynchronous multiplayer - meaning it will be playable by more than one person without them ever being online at the same time. I do my turn this morning, you do yours over lunch, I do mine aga
[quote who="Stringer2" reply="24" id="3424472"] I'm going simplify this by asking, why would a programmer want to know your memory amount? They got rid of the 2gb barrier, so they can make data available up to several terabytes now. With game like this, where you randomly generate the world every time you start a new game, it is up to you to choose the settings your hardware can handle. I don't think the ram memory is the real issue, because you can still even now days extend th
[quote who="Stringer2" reply="5" id="3424471"] It could be, but in C# and .net4.5 it's actually pretty straight forward. It even got better with concurrent lists and async/await keywords, but I'm not going too much to details. However, the question is, what do these guys use for GC3? Somehow I don't think it is the .NET, because they and you make this so big issue.[/quote] The trick there is that if you're just using "await foo.DoStuff()" form the UI thread, you&
[quote who="Omnax1" reply="7" id="3424488"] All of this sounds really great. Maybe even bit too much ambitious. How will it work, if AI will be programmed to take advantage of different computers in MP, or Virtualization if one do not have internet connection or play single player? I can already hear people being worried about internet aspect of the game. For me personaly, if it makes AI better, I am all for it, but I live in a country where internet connection is not an issu
[quote who="Lucky Jack" reply="360" id="3424298"] Quoting nomotog, reply 359 I am going to muse that they might be doing call to power style combat. Why can't the StarDock devs invent their own style of combat? And, why can't we have some kind of control where we can choose between several levels of combat before each battle? That would allow us to match our enjoyment of the game to our mood of the moment.[/quote] Because building severa
[quote who="Azurak" reply="355" id="3424234"] For what it's worth, my vote is for some moo2 style combat. Best ever imo. Of course quick combat must be an option with this format to deal with the late game slog.[/quote] Already been ruled out. In fact MOO2 style combat was explicitly mentioned as what they're not doing.
IIRC they won't exist at release. Could be added later.
[quote who="mormegil" reply="11" id="3423997"] The Elemental Games have entirely different Mechanics when it comes to research, taxes, production, etc, In GC3 Population control will be handled more or less the same way as it was in GC2, leaving room for improvement of course. [/quote] Hopefully it's more gradual, in GC2 it spikes up like crazy at a certain point and thus building bigger farms is just never worth doing. Also noted t
Once it's cleared up that it's not actually the same person, I'm cool with it. The art itself looks good. :)
[quote who="ShotmanMaslo" reply="18" id="3422953"] I think the possibility of giving the AI resource bonuses on higher difficulties is still a good idea, but it should be optional - just have a box you can check (in addition to difficulty setting).[/quote] That's what higher difficulties are, by definition. Past the difficulty where the AI is playing as well as it can, any difficulty above that has to cheat or it doesn't exist.
[quote who="Frogboy" reply="19" id="3423886"] It would be wrong to assume that all Altarians are white, tattooed. It depends which faction is currently supreme. There are actually two other Altarian factions we haven't seen that look quite a bit different too.[/quote] But it wouldn't be wrong to assume that a white, tattooed character we saw in GC2 is white and tattooed. That's the problem here. We have Elysis Mue in GC2 who was indistinguishable from a human
[quote who="androshalforc" reply="5" id="3423760"] Quoting Zydor, reply 2its a Strategy game at its Core - not tactical battles. strategy games require strategy battles the last time a lining everyone up in a row and letting them take turns firing was a valid strategy was during the early days of gun combat i don't get why you want to keep this system so badly[/quote] I'm sure they also don't understand why you want to take a grand strategy franchise
Nobody really knows, as there's no alpha to try it on yet and no recommended GPU. That one is DX11 capable so it's almost certainly going to be playable. Really can't say anything beyond that at this point.
[quote who="invertedrook" reply="45" id="3422509"] But no one has commented on my main point of having a small number of available planes, but crucially, more than one. Perhaps there already is... have patience (he says!)[/quote] Hasn't been anything to suggest there is, so I wouldn't be confident. It's not something I care about. The tabletop method of doing things on one plane is proven and works really well for this kind of game. I don't think ad
64 bit has nothing to do with the UI being problematic. Rotating cameras around and that nonsense is going to get tedious as hell when you're trying to look at dozens of planets and hundreds of ships, as opposed to the smaller numbers in an RTS like Homeworld.