I would say your works better instead. Since there are several cultural influences in the game and so the definite article is not appropriate.
parrottmath
I don't think a list of all habitable planets would be helpful in an immense game. There could easily be 1000+ habitable planets in an immense game. Not saying that it can't be useful, but I don't think a list will help here. On a side note if you zoom to the tactical map you can see habitable planets that are not colonized on that screen easily. Looking at circles with rings inside of rings or thick rings. This is far more helpful than a list as I can visually see the pro
I played this on my old alienware laptop M14 555M NVIDIA. The game is choppy but not unplayable (I don't have the highest graphic settings on either). I do recall that the in the alpha NVIDIA released a beta driver and it caused some issues, maybe this has to do with that? In any case, you should probably send your debug.err file to Stardock or post it up here so they can take a peek to see if something else may be causing the problem. The debug.err file is in your "Docume
I think it comes down to terminology. I can go with that the death star is an oversized capital ship. But what does one mean by space station. I tend to think of them as stationary (from the term station). Since the death star moves it is not stationary, but then again it stations a very large number of people. So, I think the term space station needs some defining when we are arguing semantics. The term starbase in Gal Civ 3, is very much a stationary object in the game (although it
I tend to think about the role of the space station vs. the movement of the space station. It would have been pointless to make the deathstar and have it stationary. Economic space stations, these are trade hubs for many private citizens. If these moved you run the risk of losing people in trying to find these stations again. Mining stations. The freighters are probably automated and you don't want to move these stations too much, when the resources run out, they would the
Yes, that is true those starbases didn't move... but the Death Star did. We don't know how large the starports are in this game vs. the size of the starbaes. It could be that starbases are 100 times larger than a starport. Hence impractical to move starbases but not starports.
[quote who="androshalforc" reply="58" id="3485941"] you know i still dont get this 1 lightyear is just shy of 6 trillion miles why would you ever want to make a trip take 60,000 times longer? [/quote] I would call that a typo in the gal civ 2 database. Switch out 10 million to be 10 trillion and then it is better, but only slightly ;)
[quote who="charon2112" reply="50" id="3485840"] The lore says that, but that isn't how the game works. Otherwise when you sent your ship to a location, it would disappear for a number of turns (weeks) and then reappear at the destination. [/quote] It is an abstract representation of travel on the ship. The ship doesn't need to disappear if the map you see is already folded space for that purpose. I go by lore instead of visuals a game shows, otherwise w
[quote who="charon2112" reply="47" id="3485813"] I don't think this is how it works. Otherwise on the game screen, your unit would wink out and then reappear somewhere else. But they move in a traditional way...1 parsec (about 3.5 light years) per week. [/quote] This is the tech description (from the wiki here , but you can find it in the game files) " We've got Hyperdri
Hyperdrive in this game is not speed it is the folding of space. The speed is conventional and the folded space makes it so the ship doesn't travel the excess distance between folding. It is not like faster than light travel.
[quote who="angryandroid" reply="11" id="3485405"] I don't like the idea of entirely impassable hex's. You could have special hex's though that are quite nasty: Extremely dense dust clouds, causing very slow movement Briar patch style anomalies that cause significant ship damage Conjoined stars causing gravimetric instability between them These hex's should naturally link together to cover larger areas. Basically, you can still go anywhere on the
[quote who="charon2112" reply="9" id="3485361"] I thought the idea was just to block off where stars are generated, so you can make custom shaped galaxies. I don't think it prevents your ships from going there. [/quote] Even if it did prevent your ships from moving there it would still be consistent with the Gal Civ lore. Hence the reason why we cannot go explore outside the hex grid in the first place. Plus, I think the maps to which they refer are ones for
[quote who="charon2112" reply="36" id="3485311"] Can you name any plus to slowly moving a starport that can't be solved by sending a constructor and building one? You don't need to deconstruct the early starports, you can build many. [/quote] You can already build starports from constructors. I just checked that in the game (didn't pay attention to this before), so leaving them move, therefore is just an extra bonus to the starports. I think i
[quote who="dmjung" reply="33" id="3485266"] A forward base or centralized stardock makes sense, but my assumption was that the farther it was from the support planet(s) the less building capability the stardock had so you may end up with having to have it near your planets anyway in order to build anything in a useful timeframe. Unless you buy them...hmmm. [/quote] True, but imagine that you have 30 planets sponsoring that one forward base. It will slow manufactur
[quote who="charon2112" reply="31" id="3485163"] I tend to see starports as starbases that build ships, like the Utopia Planitia shipyard in Star Trek [/quote] I agree, I would like to see MASSIVE starport at some point. :) Don't get me wrong when it comes to starbases, I like to think that Starbases are HUGE, and starports are relatively slim in size. Collecting all the supplies they need from a planet in order to survive in space ;)
For the user of the founder elite, will we need to do anything, remove the alpha copy and install the beta copy, will steam automatically do this for us? Or will we get a view of 2 Gal Civ 3 in our steam games?
[quote who="charon2112" reply="29" id="3485159"] You can do all that without having mobile starports. Just send constructors to build them. It just makes no sense to me that starports (that are really just starbases that build ships) can zip around the galaxy at hyperdrive speed. They should be treated exactly as starbases. [/quote] If I build a starport at home, then I find a better spot for my starport, I would then deconstruct my other starport and build
[quote who="dmjung" reply="26" id="3484986"] In any case, since stardocks are so cheap or quick to build I'm not sure what the utility is for making them mobile. What's the game play reason? (There may be one, I'm just not seeing it.) [/quote] The reason is not apparent now because we are in early alpha. Imagine we are playing a game with 100 different main civs. that would require a map that has thousands of hex differences. How long would it take to move your m
[quote who="charon2112" reply="20" id="3484879"] This isn't really true, a starport is built by a constructor like any other starbase. You just start the game with one already built at your home planet. [/quote] No, if you build a starport from the planet screen it places it on the map, there is no constructor involved.
[quote who="dmjung" reply="18" id="3484825"] However, I believe their thinking is the starbase is much more massive than the stardock so moving it should be less of a pain, but I don't really understand why a stardock is able to move at all. [/quote] The stardock moves because of how it was built. It was constructed from the planet and built to move away from the planet and hence it can move in general from original design. While starbases are constructed in space d
[quote who="MastahJ" reply="18" id="3484596"] However, just cause i don't actually play none human, or even none AGR faction, i can still appreciate consistent lore, as well as diversity. I want Altarians to retain their human color, and those awesome tattoos, without a redesign of the species, to a new "brand". [/quote] Human people can turn blue from natural ingestion of silver compounds. Why can't the same thing happen to the Altarians? The condit
[quote who="DARCA1213" reply="49" id="3484406"] That's sad. The alpha process needs to be more collaborative. [/quote] I think they provide enough feedback to the players and have been collaborating quite nicely. I don't think they need to respond to every thread or question arising if the community can answer that question instead.
[quote]Finding a derelict starship that could actually be used should probably only occur in movies. Could the finding of ships be made an option so I can turn it off? [/quote] Right now there are not very many anomalies in the game and so we have a lot of derelict ships showing up. I wouldn't mind seeing this event costing the player some coins to do repairs to the ship, full repair (-$$$) / Cheap (-$) / Salave (+$$). The full repair gives you a better
[quote who="mqpiffle" reply="771" id="3484154"] I think [Shift] or [Ctrl] + mousewheel will change rotation and scale. Not sure which does what. I know it works that way in the Builder's Forge, anyhow. [/quote] I tried it out, that was the reason for the edit. It turned out that the cartographer table requires the numpad + and -.
[quote who="abob101" reply="769" id="3484135"] Hi all, Having a bit of a muck around with the map editor... does anyone know how to place a forest tile so that it is the right size for a tactical map? Not the brush size, but the tree/prop size... So, if you're working on a tactical map, you can click on the forest tool thing and place a forest tile, but the trees are way too small (like they are sized for strategic view). Can't figure out how to change