eviator

eviator

Joined Member # 6176744
67 Posts 739 Replies 3,542 Reputation

It is. The UI (specifically progress bars) doesn't make overflow readily apparent, however you can be rest assured that it is working without having to resort to turn-by-turn pixel clicking the production wheel. No more wasted production micro! Woooooo!

52 Replies 28,369 Views

Clearly it seems petty to you. But you seem to have missed the point entirely. For months the devs have been saying in the dev stream that 1-turn overflow was working despite numerous beta testers telling them otherwise. That implies a problem with their QA and beta feedback processes, which is NOT a minor issue. So I didn't boycott because the bug existed, I boycotted because they weren't listening to feedback, which is the entire point of their beta process! Now that it's fixed

52 Replies 28,369 Views

[quote who="dragoaskani" reply="46" id="3532616"] Or you could just watch the VoD of the stream and see that paul did in fact say that? [/quote] I didn't check because the author of Reply #36 said the stream wasn't archived. I'm justified.

52 Replies 28,369 Views

The devs have fixed 1-turn overflow! It's not obvious because of the UI. Specifically, (feedback #1) the progress bar does not move up the "overflow" amount until the following turn. But I know it works because I completed a 30 mp building in 1 turn with only 20 social production after a turn in which there was overflow. Same thing with shipyards. Research isn't so cut-and dry, but I think it also works. Maybe. If you select a tech deeper in the chain the progress bar actually

6 Replies 37,635 Views

First, we're going off of one person's word (Tooonz) that Paul said this. He could just be trolling us :) Second, assuming Paul actually did say this, I hope Paul's right, but I'm not holding my breath. I know someday it will be fixed so I'm not going to get upset. I just want the devs to know that I will not be helping them with feedback until they fix it, so hopefully they get the clue that this is important to a lot of us. It's a boycott of sorts.

52 Replies 28,369 Views

[quote who="Turkwise" reply="12" id="3532146"] Yes, research overflow does work, and has worked. (which is really what mortili said, that it does work) But you'll never get more than 1 tech per turn (except in those cases you mentioned), so it may be hard to notice. At most it will make your next tech take 1 less turn, but only if you're lucky enough to have the numbers align in your

52 Replies 28,369 Views

[quote who="mortili" reply="9" id="3532015"] the point is that overflow doesnt change much when it comes to micromanaging also, research overflow did work in Beta 3, production overflow not, didnt test it in B4, but assume it is still the same [/quote] Echoing the above, research overflow did not work in Beta 3, or any other beta. It could be triggered by some ideology scenario, but that's it. Also echoing the above, turn-by-turn, planet-by-

52 Replies 28,369 Views

If you are here to discuss concerns over being able to produce only one ship per turn, please go find another thread. This is yet another thread intended to get the attention of the devs to fix the bug with one-turn overflow. That is, if you finish a building or ship on turn N, the extra manufacturing left over that turn should be applied to the next building/ship in the queue on turn N+1. On today's dev stream Paul said the devs tell him it's working. But it's not, and wo

52 Replies 28,369 Views

[quote who="markmid" reply="15" id="3530224"] You've got to balance your designs vs the enemies, as always, only now thankfully there is more than just do you have more stats in that type of weapon than me, there are a few more variables taking place. [/quote] Well that's the theory anyway. So far they've shown how various ship types behave in battle. They have not shown that you can craft a fleet to counter another fleet tacticly, assuming you

26 Replies 82,200 Views

Am I the only one who is bored of space battles in the dev stream? For a capability that will likely turn out to be 5% of my gameplay experience with this game, and I'll probably fast forward to the end to view the results, they have been spending a lot of development and dev stream time, for the last few months, on it. I realize moving sliders around, queuing production, and talking to aliens doesn't sell the game very well, but that's what im going to be spending most of my time

26 Replies 82,200 Views

Paraphrased: "if you have a group of 10 ships that cost 20 per ship and the ship yard has 200 production", he was about to say either: "you will get them all the next turn" or "you will get them all after 10 turns." The difference is vitally important so the timing of Brad's entrance was uncanny. In context I think he meant the former. It doesn't matter, though, because he said it's an idea that, if implemented, we wouldn't see until patch 1 at the earliest.

29 Replies 31,186 Views

[quote who="BuckGodot" reply="6" id="3529854"] Rewatching the latest devstream it looks like Paul Boyer (the lead desginer for GC III who takes part in these wonderful streams [e digicons]:)[/e] ), might think that one turn overflow IS already in the game (he makes a comment about how sometimes with so much production it just looks like we're not getting it at the moment in regards to ship building). Has anyone actually submitted a ticket showing th

10 Replies 39,005 Views

As a fellow programmer and someone a little knowledgeable in AI, I'm a little disappointed in the OP's narrow view, at least as I interpret it. Chess is a great analogy. If I play against Fritz in "normal" mode, that means I'm playing against Fritz without forcing it to make blunders. "Normal" Fritz (ELO probably >2800) is going to obliterate me and 99.9999% of chess players every time. The fallacy is equating "normal" to "moderate" difficulty, which would imply t

91 Replies 418,800 Views