Yeah, range based logistics bonuses would be tedious in gameplay. Either requiring the player to fly to the bonus zone to fleet up everytime or forcing them to breakdown whenever they fly out of the area. Once a player puts a fleet together we don't want him to have to fiddle with it again, so we are much more likely to give an Attack bonus, or Shields bonus that represents stronger and weaker fleets than Logistics.
DerekPaxton
Thanks for taking the time to write this. I tended to keep the categories more generic because they need to be used as bonuses for events and decisions too. Something like "Harmony" can be used broadly, where "Indigenous Cultures" is very specific. Specific is good for the ideology screen, but bad when I'm trying to hook it up to other systems. The thing I dislike most (and you changed it too) is "Cruelty" as an ideology. "Cruelty" isn't an aspiration of any real civilization an
Hmpf, I even increased the cooldown between time they will talk to you in 0.45. I'll take another look at it.
Yeah, I normally hate gameplay options (as we then have to support both ways) but I think this is a good call.
You are correct. The tech tree is setup for hypergates, but they arent in the game yet.
[quote who="Seilore" reply="54" id="3813091"] Per the changelog for .45 This is for version 0.45.188724 AI players won't start as close to the human player... (Really)? Reduced 43% Original 1920 x 1080</d
Gotcha. We have been playing with those values internally. For example, it's crazy that the anomalies show up when you are zoomed so far out. You are supposed to be able to change those sliders to adjust when different icons fadeout.
Yes, unfortunately we don't have an easy way to select if you want to be on the release build or test like there is on Steam so we have them as separate products. But everyone that owns the game should see that they have 2 products int heir library, the normal "Release" version and the "Test" version.
There are ships of all sizes in the game, but you need Small hulls and MassDriver to build a Gunboat. In prior versions of GC3 you needed a Small Hull for the gunboat and then it would put the best kinetic weapon it had on it. That's what people are expecting here. I didn't do that because I wanted a Gunboat to be a Gunboat with specific stats and abilities not have one Gunboat with 3 attack and another with 26 attack. Hmmm.... We could either: Bring bac
Yeah, I agree. The ship design components are in there for EA people to play with, but I haven't balanced them.
Is it actually building ships or is the turn display just wrong? Do you have a save?
*** Released *** Fixes Typo Fixes Fixed an initialization bug Balance Planet class 26 added General balance of planets classes moved down some. Players can start slightly closer together. Starbase particle beam support weapon no longer requires Elerium Starbase Stinger missile support weapon no longer requires anti-matter Starbase
[quote who="admiralWillyWilber" reply="8" id="3811777"] traditionalist instead of tradition. Nationalist instead of harmony. compassion vs. cruelty good vs. evil. Same mistake as three. An ideology is why are they compassionate. Maybe there trying to win friends. Cruelty why. Maybe their using war to gain resources. [/quote] Harmony is supposed to represent "we are all alike" as compared to diversity where "we appreciate those that are different". And s
[quote who="MortisBlack" reply="5" id="3811761"] Speaking for myself i don't care if an update breaks a save game on an Early access or Alpha/Beta title since i never expect such a builds features to have longevity or permeance since the game is still being developed and improved [/quote] Thanks, we appreciate your understanding. We would never break saves after release. But exactly as you say, during development, things are in flux.
Thanks for your feedback. I agree that having more than one colonist on a colony is a waste. We need to kill growth on colonies so that isn't possible. You are right that they are just wasting food. Citizens used to provide flat bonuses instead of percentages, that was changed right before EA. The problem with flat bonuses is that it doesn't really matter where the citizen is. A scientist providing +1 research is just as valuable on Earth with a dozen tech heavy colonies feedi
[quote who="dg551" reply="1" id="3811714"] When will this be released to the test version of GC4? Has the spawning of too many AI players in the player's home section been changed? Thanks [/quote] Yes. As well as increasing the distance they start from the human player and increasing the distance pirates, space monsters and precursor sentinels start form the player.
I just tested this on the unreleased 0.45 version and it works fine. But we did add a new feature in 0.45 that makes this all simpliar, you can just click on the stream gateway to send your ship down it. I think that will make all of this easier.
*** RELEASED 7/27/2021 *** A huge thank you to all the people who have played the Early Access Alpha build and provided feedback. A lot of the work that went into this update came straight from your requests and you have already made GC4 a better game. Everyone who owns GC4 will have 2 products in their Epic library. One is the normal "Release" version which will be more stable builds (for an Alpha game) and the other is a "Test" version that we update frequen
Hmm... that is definitly a bug. We will check it out. Subspace Streams are supposed to be free for range (not count as part fo the range calculation)
I agree that we need to make sure Pirates, Space Monsters, Precursor Sentinels and other players are placed as close to the human players starting location.
Love your feedback, thank you. On the AI keep in mind that it doesn't make much sense to fine tune the AI this early in the process. Since systems are changing and still being implemented. Brad and Cari spend a lot of time getting a base AI in, but it will get better and better as we get close to release. (every time I change the way leaders work Cari wants to throw something at me)
can you send provide a save, id love to check it out.
Yeah. We reduced them to just icons right before EA. They used to be icons with the text beside them. We are trying not to clutter up the screen but I know that it causes many players to ignore them since you dont want to mouse over each one to see what it is. We will have to think about it.
It will be fixed in the next update, thank you.
thanks for reporting this, we will check it out