[quote who="RobTzu" reply="2" id="3542270"] Yeah it is frustrating watching the dev streams and when people ask about all we get is a mystified dev. [/quote] To be fair, the questions are often maddeningly vague. I plan on asking a pretty concise and direct as possible about this during the next devstream. Hopefully it'll be concise enough to get through the chaos of a chat environment. :)
BuckGodot
Could just be my monitor settings, I suppose. But ever since Beta 6 dropped. I've been having a [u]very[/u] difficult time seeing the range boundaries for ships. It's always been a very thin line, but in all of the previous betas I had no trouble seeing it when I was looking for it. Here is a random example (click the images to embiggen): [b]Can Spot:[/b] [img]http://i.imgur.com/0vi4jWP.jpg[/img] Pulling back, it gets harder to see, but not
[quote who="Bamdorf" reply="49" id="3542177"] You have other ways of getting them (trading, buying). It's just harder to get everything. I like that; you are free to feel otherwise.[/quote] I disagree. It depends entirely on how many opponents you have, what setting you're on (difficulty [u]and[/u] galaxy setup), how fast they research things, and how good you are at diplomacy. Those are all of the hard coded mechanics, it doesn't even
To which I perhaps should say, "Thank God", because if you were unlucky enough to get four of them in a game, then what? :p Still, I did get my second Slowdown (-25% speed ALL RACES) Mega Event a while ago, and I am still at the initial 25% penalty. I don't have a before and after save right around the event, because it was random. But I thought I should mention this to the devs in case they wanted to look into this. *PAUSE* Please don't make them s
[quote who="alphaprior" reply="27" id="3542107"] Just uninstalled GC3... goodbye [e digicons]v_v[/e] [/quote] You realize it won't be that hard to mod out, right? Given the heat that this is generated, I won't be surprised at all to see many Day 1 (or perhaps Week 1 to give people time to test) mods that deal with this feature.
[quote who="TheBirthdayParty" reply="11" id="3542102"] Quoting BuckGodot, reply 10 You can absolutely trade for multiple specializations. I already "filled out" one just by doing that. And this is Working As Intended, as it is allowing players to still get things they might not otherwise be able to. Like,
[quote who="Bamdorf" reply="27" id="3542098"] So on bigger galaxies especially, slow research way down. it makes sense and makes each stage of the game different and allows it to persist for a while.[/quote] This is implemented in B6, near as I can tell. Tech rate is now tied to # of habitable planets. The turns to research techs on an Abundant/Abundant/Abundant/Insane map skyrocketed between 5.3 and 6.0. Probably around 2.5 times as much. Mayb
[quote who="Frogboy" reply="23" id="3542091"] Not happening. I am very very much against the idea of being able to pick all 3 specializations. They're supposed to be a CHOICE you're making at the exclusion of the others. [/quote] The problem some of us have isn't so much being forced to make a choice (that's a separate discussion) it's that some of the choices make little sense and/or negatively impact gameplay. I've been harping on Extrem
Specialization is just a name. If they were never called "Specializations" I doubt many people would be clamoring from them to be restricted in many of the cases. As it is, [b]SOME[/b] of the "specializations" absolutely need to be re-worked. Being only able to fully upgrade a couple of Extreme Worlds is Unfun. Trying to finagle the game so other factions research them for you is not realistically possible in some cases, as they are at the very end of the tech tree. <
You can absolutely trade for multiple specializations. I already "filled out" one just by doing that. And this is Working As Intended, as it is allowing players to still get things they might not otherwise be able to. Like, say, full upgraded Extreme Worlds. :)
I can now confirm it is exactly 20 turns between trade deals. Made a deal with two powers on Turn 46. Next time I was able to make another deal was turn 66.
A new beta has dropped, so naturally there is lots and lots of discussion about bugs and things we cantankerous testers don't like. So I thought I should even the scales a bit and give massive props to the devteam for putting the final piece of the puzzle in when it comes to Production Overflow. As most of us know, Production Overflow came in as of Beta 5. But unless we broke out the calculators and kept meticulous track of things, we had no real idea of how [b]much[/b
[quote who="RevTKS" reply="7" id="3541766"] So sorry for my confusion. I took your comment about 50 turn limits and thought you meant that for diplomacy too. My mistake, I guess I need to be a bit more careful. [e digicons]O:)[/e] [/quote] I should have been clearer, sorry. :) The "50 turn" bit I mentioned is the length of deals for things like Open Borders, the trading of resources, and similar things. [b]That[/b] is a very welcome thing
[quote who="Larsenex" reply="5" id="3541753"] Yea the lock out on diplomacy was pretty tough. I would like to know how many turns it would be BEFORE I make a deal. Still it should be lower say 12 turns at most. [/quote] Or maybe research some (optional?) techs to lower the limit, perhaps. Might make for a nice specialization option.
[quote who="Franco fx" reply="3" id="3541740"] 50 TURNS!! That is ridiculous. Why would they put something like that in? I thought I saw something by frogboy that said 8-10 turns. [/quote] It's [b]NOT[/b] 50 turns. :) I don't remember when my initial trade deals were but I was just able to talk to my trading partners on turn 46. Might be 10, though. Gonna have to pretty much check each and every turn and see what the exact number is. Don't kno
[quote who="RevTKS" reply="1" id="3541726"] 50 turns for diplomacy to be available again is excessive. I can understand not letting the player talk every turn (I guess?) [/quote] Is it 50 turns? Wow, that's pretty high. It was [b]eight[/b] in GC II (four with factions that had the Super Diplomat trait). Yeah. Think that might come down a little. :)
FWIW, this bug is still present in Beta 6, opt-in, though it seems to be more infrequent. Sometimes the planetary icons will show up, other times they won't. Haven't found a pattern yet to when they all show up and when they won't.
Overall, I like most of the changes to the trading system in B6. It appears techs cost more to trade for, which is good. I also like the fact that you can't dial up the AI each and every turn to chit-chat. That was OP and needed to change. Though, parenthetically, this now re-opens the door for allowing a Diplomacy racial feature like the Terrans had in GC II. Perhaps an DLC or expansion down the road. ;) What I [b]don't[/b] like
Probably the first of many XML errors, but I thought I should flag this now to make sure this is an error and not something else. One of the new things that can be constructed early is the "Promethion Pleasure Park" which is supposed to "greatly increase the morale of a colony" but instead improves its income, as seen in the following screenshot: [img]http://i.imgur.com/nmZn97B.png[/img] I am playing a custom faction that was created in 5.1, but that probably isn't m
[quote who="Echillion" reply="2" id="3541655"] What size maps are you playing on and 75 turns to build a shipyard is ridiculus I'd rather go back to building them on planets if that's the case? [/quote] Insane. But thinking that might matter, I looked at the XML and, nope. It's 250 mp by default: BasicShipyard BasicShipyardName &l
I have a lot of observation about Beta 6 already, but I'm going to keep my powder dry for the most part until I sink my teeth into it for a while. But there is one thing that is pretty glaring. Shipyards now are [u]really[/u] difficult to build. It looks like they take 250 manufacturing points to build where before it took 40 manufacturing points. I suppose this is being done to cut down on the spread of shipyards in the early and mid game, but this seems really ex
[quote who="Illauna" reply="1" id="3541584"] I'm trying to find the source but it will be in 1.1 not at release [/quote] Mentioned by Brad over in his massive Where Things Stand post over at Steam: http://steamcommunity.com/app/226860/discussions/1/618460171327189089
Seen this as well, sent in a ticket about this last week ([#XEY-366-16469]). :)
8. Having a list of all non-owned planets that I am aware of, preferably sortable by class, type, owner. This was a godsend in GC II and I miss it terribly in GC III. This might not be implementable by launch, however. The sooner, the better on this one, though. 9. Being able to restrict the shipyard ship list/ship designer list to only show ships of a certain hull size via user choice. I get that the ship list is going to grow and grow and grow as players desi