node10

node10

Joined Member # 4512636
1 Posts 91 Replies 3,744 Reputation

I think Brad is defending the notion of stacking sensors -- and perhaps the notion of stacking in general, but perhaps not the simple additive stacking that the game uses right now -- rather than the Turn 1 Eye of Sauron, for example. I also very much dought you'll see mechinegun missile launchers on a dev stream, a ship that can draw giant spirals on a large map in one turn, or a colony that has more manufacturing power than God on The First Day. And why will we not see such

233 Replies 1,015,478 Views

...but if you don't also disable Steam Cloud it just loads all of the broken stuff back in again when you start the game. You can clear out your Steam Cloud content but it is a faff; search within Steam forums, it's in there.

9 Replies 13,901 Views

Try getting all players to turn off Steam Cloud and delete contents of %user%\My Documents\My Games\GalCiv3. This worked when our games crashed on load. Suspect it was early version data that caused issues.

9 Replies 13,901 Views

Nope - at least not past turn 100. MP is fine for the first 50-80 turns or so (on average) then the crashes start rolling in with increasing frequency; mostly desyncs. You can sometimes see signs of future crashes before they actually occur as things like UP results aren't the same on host and client, and other numbers start to vary between host and client as well, then soon enough a crash stops play. Even after a reload the client still isn't getting the full pictur

1 Replies 4,146 Views

I'm trying to resist drawing parallels with Elemental because, well, Elemental was a fustercluck of the highest magnitude; GC3 is a far better product. That said, GC3 is suffering from what appears to be short-sighted maths, i.e., short sighted as in no-one seems to have put much thought into what happens when you just keep on stacking that same 'thing' to the n th degree. For the first 70-100 turns GC3 is okay but the game then rapidly slides into an exercise

9 Replies 58,047 Views

I'm disappointed, sure, but I'm not really all that surprised because every other linear stacking component of this game would need attention if they admitted that sensors needed fixing. (Try stacking drive bonuses, that _really_ gets silly; or stack the bonuses on missile reload for machinegun launchers.) Presently the MP game is less a balanced 4X experience and more a near endless chain of gamey exploits; doesn't make for a good PvP experience, or even that good of

233 Replies 1,015,478 Views

Dropping a ship into orbit/defense around a shipyard should restore at least triple the amount that happens now. At least. Damage is the primary reason a ship gets taken out of action, i.e., retreats, so one must also not forget the often long travel time to a repair point and back to the 'front line'; and falling back only a few turns to a nearby repair point could be considered to be defender's advantage. It's also an opportunity to improve the usefulness of Starbases

15 Replies 52,344 Views

[quote quoting="post"] Due to missile reload bonuses being additive... [/quote] Most stacking bonuses in this game start to come apart at the higher end of the range; sensors, engines, manufacturing, shrinkage... It's as if no-one tested how linear additive stacking would affect the game when taken to its limits.

9 Replies 58,047 Views

[quote who="MrStarTrek" reply="172" id="3549067"] Just wait until someone fleets several scouts and you see the same issue you are all complaining about with one sensor ship. I am sure someone going to say no sensors on scouts because fleeting makes sensors overpowered. I should do this just to prove my point. [/quote] I dislike your debating style throughout most of this thread; setting up a variety of logical fallacies left and right. Just an observation

233 Replies 1,015,478 Views

[quote who="AlLanMandragoran" reply="160" id="3548846"] I'd like to talk about something less controversial, like galactic warming. There's this guy from the Terrans named Al Gore and he says... [/quote] Ironically, this thread is probably accelerating the heat death of the universe.

233 Replies 1,015,478 Views

This is the internet; entrenched opinions only become more entrenched. (And the 'pro-choice' loby when faced with a potential change almost immediately resort to calling people Nazis. Classy.) Devs said that diminishing returns is the likely answer, which suggests to me that after all there was a case to answer. Let's see how the change turns out.

233 Replies 1,015,478 Views

[quote who="Seilore" reply="11" id="3546707"] Quoting Frogboy, reply 6 Today's update was mostly to address multiplayer and fix the invasion crash. A few other tweaks were made as well. Unable to get multiplayer to even start a game at the moment with the latest opt-in patch crashes when a

16 Replies 66,533 Views

Recently discovered that MP Start button crashes stopped happening when all players forced Steam Cloud disabled. Clearly junk in the save data is causing the game to fail under certain conditions. I don't know how to purge Cloud data either, so until such time as I do Cloud save is disabled for GC3 on my machine. MP games still crash frequently tho, and eventually reach a point where you can play no further (~turn 60 or so).

1 Replies 2,659 Views

After what felt like endless Start button crashes on MP games we actually got a game going for about 60 turns (in 0.97.5), with numerous crash>reloads along the way, before we encountered a persistent crash point that no amount of reloading would get us past. Game over.

23 Replies 24,235 Views

* Game crashes if someone tries to join the lobby for a restored MP game when all slots are filled. * MP games crash frequently after ~turn 30. Our latest game is unplayable as it now crashes every turn (turn 70). The problem appears to be a broken/de-sync'd ship that crashes the game as soon as it is clicked on or tries to move on Turn click on the client. * Loading a MP game does not set the economy sliders to the correct saved position for the client; works

0 Replies 1,583 Views

[quote who="Niedzielan" reply="41" id="3546652"] Quoting node10, reply 40 The devs have said that they like things like ^that happening. Well, I'm sorry but you're wrong Ah yes, the good ol' "I disagree with your opinion, therefore it is wrong", in pretty mu

233 Replies 1,015,478 Views

This is what an early game sensor barge reveals... After barely a dozen turns you can kick one of these things out and not worry about anything vision related pretty much for the rest of the game. There's no point putting sensors on Starbases because they cost a lot and only reveal a tiny fraction of what the above sensor barge example reveals. To add to that the barge is mo

233 Replies 1,015,478 Views

Solved the problem: one of the players had corrupted Cloud save data. I asked all testers to disable Steam Cloud data and it started. I also checked the host logs and it mentioned mismatched assets. All points to early release stage wonky Cloud data. The next question is how do we delete our Steam Cloud data so that we can re-enable Cloud data?

7 Replies 7,004 Views

Why not give every race a free 'local space' reveal around the starting system at the start of the game, far enough to include the nearest neighbouring stars? And then get rid of this daft gamey, linear additive sensor stacking BS.

233 Replies 1,015,478 Views