[quote who="tatsujb" reply="9" id="3586580"] Hrm Hrm.... you're not realising what you're saying is going my way : [/quote] Is it? A map of the Earth showing concentrations of matter that can be converted to Turinium would be completely red. All matter can be converted. If a converter can cover a cubic mile, then you net more Turinium by not overlapping, and you reduce overlap by spreading out.
eviator
[quote who="tatsujb" reply="7" id="3586548"] But ...but..... why spread them [/quote] Ever been to north Texas? The oil derricks are pumping oil from large oil fields. They have an area of effect, with diminishing returns as you get further away. So they are spread out. Not sure if this is even close to a logical answer for your c
2. I think what you are asking for is already there. Or at least it was in 0.49 when I last paid attention to it. First tap selects, second moves camera. Adding units to the selected group is not in yet, but Frogboy says he wants it. In the meantime, select your units, then right-click the group in the empire tree. That will add them to the battle group. 7. They don't fall back? I have a video of a counter example. Fast T1 units fall back to the slower T2 unit After putting t
[quote who="tatsujb" reply="1" id="3586345"] Soooooooooooooooooooo people placed nanochip factories evenly spaced-out (why would they be?) on all corners of every planet and near no city or civilization nor arranged in any way that would resemble typical industrialization around a natural resource patch, and when you brush by them and tickle them with neon lights they start producing for you
It seems you missed my reply in that thread: [quote who="eviator" reply="6" id="3585201"] Differentiation: To be fair, my ideas are based upon untested preconceptions. I will need to stage mock battles to get a better idea of the situations in which each unit excels. If I put a group of archers against an equal sized group of Brutes, which will win? I have no idea. If you have a group of half arches, half brutes against a group of all brutes, which will win? I don't know.<br
Please for the love of God do something to make fighting pirates beneficial. Right now they just act as obstacles and penalties for not moving your defenseless ships one tile at a time. Watch a Mascen Let's Play, you'll see him doing this a lot. I just turn them off because they are pointless and annoying. Make me WANT to turn them on, perhaps with veterancy.
The per planet wheel as implemented at release needed changing. It wasted too much time and effort for those of us who enjoy the specialization mini-game. I would have preferred a solution that allowed high specialization without so much micro. However I am not disappointed with their decision to get rid of it altogether. They are essentially going back to the GalCiv2 style, where you can "focus" a planet's production with a single click, while controlling overall production with the glob
The per planet wheel as implemented at release needed changing. It wasted too much time and effort for those of us who enjoy the specialization mini-game. I would have preferred a solution that allowed high specialization without so much micro. However I am not disappointed with their decision to get rid of it altogether. They are essentially going back to the GalCiv2 style, where you can "focus" a planet's production with a single click, while controlling overall production with the glob
[quote who="Jafo" reply="2526" id="3585952"] Just remember rules re no Politics in this forum...[e digicons];)[/e] [/quote] Too bad, that was a very interesting article.
I'm a bit confused. Patch notes for Opt-in #2 say governors now control building improvements. They were doing it in Opt-in #1. In fact they were blowing away my already built improvements. And they were being extremely dumb about it, not attempting to use adjacency bonuses or tile bonuses, and wrecking approval in the process. I see something about approval, but did the rest of improvement-building get fixed? UPDATE: No, it didn't. I cannot wait to offer feedback on the stupi
[quote who="tatsujb" reply="21" id="3585905"] Quoting Frogboy, reply 20 I suspect your opponents might want the Turinium too. it doesn't really reach that stage. but even then the hype is kinda gone for me. plus even when all points are taken and you're necessarily taking opponent's points it
Hypothetical: What if the seed were invincible, and you could not win the game by destroying it? Would that change how you played the game? Folks seem to think Turinium is not a good resource because it doesn't do anything. Well it's not a resource, it is the objective. You fight over objectives in order to win, and that fight guides your strategies and tactics. The traditional RTS victory condition is domination. Is Victory Points too much of a deviation from tradition for th
Fighting over Turinium generators gets rid of all the action and combat?
Yeah, and Nvidia didn't fix the performance issues with the DX12 benchmark (still worse than DX11).
That's only because you do not prioritize Turinium. If you approach it from the perspective of "Turinium is THE winning condition", which happens not coincidentally I think, to be the way most games end right now, it opens your mind to a new world of strategic thinking. You start to think of ways the fight for Turinium can be enhanced beyond just unit battles.
My thoughts on Turinium and the Victory Point ending are changing. When you run over the enemy, VP feels anti-climactic. When the enemy runs over you, VP feels unfair. But, when it's an evenly matched game, it changes how the game plays. Your goal is no longer just about throwing units at one another, it's about intelligently using your units to control key parts of the map. You can be losing the economy war but still win the overall war by taking over Turinium. You can have overwhelm
The building logic is the worst part of governors. They'll be making it smarter. They'll also be making the auto-building optional.
The game will be released in 2016. Within the next couple months it will go into Early Access, when the NDA is lifted, and folks will be able to post videos, stream, and discuss the game more openly. There is plenty of time to make a purchase decision prior to release.
Here is a video bug report. I uploaded this to youtube "unlisted" so you need a direct link to get to it. This so I don't violate the NDA. Much of it shows the "units in space" bug totespro described. [video]http://youtu.be/uzRWAI3HQ2k[/video]
[quote who="Alstein" reply="71" id="3585215"] Is that 100% confirmed? I want the global spending to go away as well- I think that is also an unfun level of micro, though that might be a minority opinion. I've always felt the economy was the weak point of GalCiv, and it's still a mess to me (IMO) in 3. [/quote] There are times when one wants to rush research, or rush wealth, or rush improvements, or rush sh
Yes, microing COH-style cover would be no good, good point. Retracted. Differentiation: To be fair, my ideas are based upon untested preconceptions. I will need to stage mock battles to get a better idea of the situations in which each unit excels. If I put a group of archers against an equal sized group of Brutes, which will win? I have no idea. If you have a group of half arches, half brutes against a group of all brutes, which will win? I don't know. My lack of knowledg
TAG_Utter, I feel it too. Granted right now I'm frantic making units and getting them into position, but when that gets better I fear it will just be throwing units at each other. Global abilities will help. It would also be nice if group composition was relevant, necessitating scouting to make the right units to obtain the advantage. I still wish combat could be similar to Sins, with fast units darting in and out. Or like COH, where units tactically use terrain for cover. Right now the o
[quote who="naselus" reply="52" id="3585067"] Removing the wheel is entirely down to dealing with this. Nothing to do with micro (since that could easily be reduced using any of the 150 different suggested ways to trim micro that players have contributed to this very forum), nothing to do with some mysterious 'spirit of the game'. [/quote] Well, to a point. Let's look at what they are doing in 1.3. They took a mechanic that already existed in game, AI
[quote who="BRNKoINSANITY" reply="11" id="3584918"] eviator, if you post the video as "unlisted", anyone can access it but ONLY if they have the direct URL link. Publish it that way and post the link to the forum. It won't show up anywhere on your channel or in any searches. [/quote] Interesting! Devs is that acceptable?
It would very much surprise me if they remade the entire economy model as many here have suggested. At best it would be in an expansion, and the reason for changing it would have to be very good.