[quote who="tatsujb" reply="9" id="3584881"] there are already tons of pre-alpah screen shots and also some dev vids in the founders section. you'll have to verify but I'm positive you are allowed to post bug reporting footage so long as it's in the founder's section. I need to report bugs that way as well. [/quote] It's more an issue of where to upload the video. You cannot upload videos directly to the forum, you can only link it. Uploadin
eviator
I cannot wait until the NDA is lifted. I have so many UI and unit behavior bugs to report that are difficult to describe except in video form. I like the speed increase. I like that the units slow down in combat. I like the clarity of the region context on the minimap. I don't like that it is essentially impossible to retreat. I don't like the crashes every game. I don't like that I can barely see where my units are on the minimap. I look forward to being a
[quote quoting="post"] We ARE going to get rid of the per planet spending wheel. I know many of you like it but it is just incredibly tedious to deal with and violates the general spirit of GalCiv (there's a reason we never had this in previous GalCivs, it's not like we hadn't thought of it). In its place will be something different. We'd like to hear what YOU would like to see in there. [/quote] 1. The governor system in 1.3 is okay.
Played the game, focusing on the govern settings. Good thing #1: Forcing planets to be less specialized through governors that restrict production settings isn't as bad as I thought it would be. Yes production is wasted, and it will take me some time to mentally get over that, but its not the end of the world. I feel gimped and weakened, but I guess I'll now be using the same management rules the AI is using, so they will be more of a competition. Good thing #2: Since
About tatsubj's thing with tech. I politely disagree. Tech enhances choice. Choice leads to strategic decisions. Do I build more units or do I make my units stronger? Do I build stronger turrets, or do I unlock the "reveal" global ability? The only case where tech does not enhance strategy is if players do not have to make hard choices. The draconian measure would be to make techs exclusive. A less draconian measure would be to make researching expensive. Right now you can research withou
Until I play 1.3 I won't say my opinions are conclusive. I heavily specialize and micromanage my planets, and using the per-planet production wheel is a big part of that. That said I also dislike changing that repeatedly, so I am not opposed to it going away, reducing specialization to a degree, but also reducing repetitive actions. What you do instead better darn well be good. Naselus makes some very great points. Let me summarize what it appears you did in 1.3: 1. You to
Would like to help provide info for the crashing, but it's not repeatable, except in the sense that it happens every game. Once it happened in the first 5 minutes, next time it was after 30 minutes. There is no consistent action I'm taking just prior to the crashes either. DX11 on Cerius for me.
I'm pretty sure that can run SupCom. Wrong forums :P
[quote who="InfiniteImprobability" reply="18" id="3583949"] I want to be able to zoom out and view the whole map. In many cases I do it as an easy way to get an overview of the war but also to be able to easily move to a specific region based on mouse pointer. So, I use the scroll wheel to zoom out, view the theater, move the mouse pointer to the area I need to pay attention to and use the scroll wheel to zoom back in on that location.<
Holy moly, do not go out and make some expensive impulse purchases. Let the dust settle a bit. On my i5 2500k and GTX 770, hardware worse than yours (I think....I don't keep up on my AMD hardware generations), I was getting just over 30 fps averages in the benchmark, pegging the CPU. That is hardly very low performance. In my alpha gameplay games so far FPS rarely dipped down that far, so the game is quite playable on my modest hardware.
[quote who="OverRated_AU" reply="15" id="3583553"] Well eviator not every one has your point of view do they. [/quote] No. T
I've played a couple games now, time for some gameplay feedback. The lastest was a 1v1v1v1 vs. the Easy AI (I know easy is easy, but I'm still learning). With four large regions I had three factories, placed in different forward locations, which could spit out full 1x T2+5x T1 battle groups units constantly without dipping into my reserve resources. I suppose I could have made more factories. I didn't want to because I was having enough trouble managing those three. Below
Using Radioactives for global abilities is consistent and logical gameplay. But I think, for various reasons, you might have to get rid of the "global abilities cost more each time they are used" mechanic if you do this. An alternative might be that you can research increasingly powerful tiers of global abilities which cost more to use. When the player uses an ability they can choose what tier of ability they want to use. For example, they might choose a very powerful Sensor sweep and use up
When they go "Early Access" a.k.a. Beta around October, the NDA will be lifted, videos will show up, and you can make your purchase decision. What you miss out on is the ability to get Elite Founder status, which gives you all DLC and expansions at a long term significant discount. The Founders' Vault is interesting, but mainly for lore and game design nerds so if that's not you there's not much you are missing. You'll have to base your Founder purchase decision on the small a
In the FPS genre, this is called "dedicated servers". Also I think it necessary to point out the following for those of us who can't read good and wanna learn to do other stuff good too: [quote] Our release goal is to allow up to 8 players on a map with 4 of them being human. [/quote] "Goal" is italicized for emphasis. Meaning something unforeseen or unexpected may prevent them from reaching this goal. I
4 players + 4 AI at release. They may increase the number of human players and overall players after release depending upon performance measures.
[quote who="tatsujb" reply="20" id="3583186"] I dunno what you mean. [/quote] Interesting, I don't know how that is possible as civil communication is a basic social skill. Nearly every phrase in post #18, if uttered face to face to an angry person who is bigger than me, could result in a punch to the gut on the gr
tatsujb, are you familiar with the phrase "you can catch more flies with honey"? While I'm sure feedback on any relevant topic is appreciated, your confrontational tone in pretty much every post you make might be more counterproductive instead of constructive. Food for thought. Now on to my main topic. Frogboy et al., I have encountered several interface and unit behavior bugs that are pretty much impossible to explain without a video. How do you recommend I report such bugs in a
I want to say I'm ecstatic with how things are progressing. The battles look cool, the mini-map looks good and is helpful, the AI is challenging, the map skins are neat, the empire tree has some really great features. I'm looking forward to all the cool things you are still planning to do, but in the meantime I'm going to definitely enjoy this build. Keep up the good work!
The AI took a region and fortified it with 4 closely-spaced Smarty systems. I pulled up with a battle group consisting of a T2 Zeus, 2 T1 Brute squads, 2 T1 Archer squads, and 1 T1 Scout squad. That small group destroyed all four Smarty systems, not losing a single squad. I think Smarty Systems could use a buff. I haven't yet tested other defensive structures.
Here are neat things I found that are not completely obvious, but I think are awesome, particularly at this stage of development. Add your own as comments. 1. Patrol, it works, and it works well. 2. Shift-right-click a series of capture nodes and your force will go to the first one, kill the grunts, capture it, then move on to the next one. 3. Organize which T1 units belong to which T2 units. First click a T1 squad, then right click a T2 unit. Done. This can also be do
I'll have to mess with that in game. Might be just what I'm looking for.
In my humble opinion, unit speed is probably fine. At the rate that units die, if you make them much faster they'll be able to go right through tons of defenses barely scathed. It is true on Deneb the first battle wasn't until 10 minutes in, but that's because there are two opponents on what I consider a fairly sizeable map.
Re #3, yes, something like that. I'm not entirely convinced it's that big of a deal, it depends upon battle group UI. I'll wait and see.
... and I couldn't be happier! The AI expands very fast. Lesson learned, slow and deliberate expansion isn't going to win any games. Game ran smooth on my now modest hardware. The UI is already leaps and bounds ahead of where it was in the pre-alpha. A few questions and issues: 1. Though I didn't make any T2 units, it did not look like I was able to make groups of T1 units into a battle group. Control groups did work, did that automatically create a battle