Hamilmac

Hamilmac

Joined Member # 2476802
2 Posts 33 Replies 16,599 Reputation

- Bugs: Immortality doesn’t appear to work. It doesn’t appear in the Growth UI in the Planet UI and Earth had a +114.84 before researching and it didn’t change after researching (I waited 2 turns after completing the research to be sure). -- Technological Singularity doesn’t appear to work. (same process as above) -- Economic Singularity doesn’t appear to work. -- Cult

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- With the new Growth rate, my Homeworld (Earth) with 13 of 28 possible citizens will take 1,270 turns to get the next citizen. That’s with +41.35 growth per week from various sources. - Bug: The Worldheart Borehole improvement claims it provides +1 culture point. It doesn’t. - Bug: In Diplomacy trading, I typed in 1,000 credits and the AI wasn’t interested in the trade. I then reduced it to 500 with the s

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- At turn 376 the game hung during End Turn processing: Next turn icon subdued, no AI processing indications, everything else on map still looking like it was running. Waited 5 minutes. I had to save, exit to main menu, then load to continue. It worked again after that. - At Turn 418, with 30 Core Worlds, 200 colonies, 455 Citizens, 273 ships, and still 15 AIs, the End Turn process is taking about 3 minutes to complete. It's also confusing. Sometime

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[quote who="Hamilmac" reply="46" id="3831633"] Which brings up another point: How do we get rid of the Festron? I imprisoned the 3 on the one Core World hoping that would prevent them from infecting anyone else (no idea if this is supposed to work, but seems to be working). I’m then building colony ships to ship them to the nearest pirate or monster area so they can hopefully be destroyed. Again, not sure if this will work. I still have the one Core World that has been completely t

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[quote who="Hamilmac" reply="36" id="3831400"] - Game Crash Turn 309: Remembering the galaxy settings issue mentioned at the top, by around turn 300 the game was beginning to get slow. I had 22 Core Worlds and 88 colonies in 2 sectors, and was actively surveying in 5 sectors. AI processing between turns started taking almost a minute to complete. Even selecting a tech in the research screen would lag about 20 seconds before the game would exit the research UI. At turn 309, I attacked and

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- First, I read the changelog about improved planet classes and rebalanced galaxy settings. I didn’t realize how much they would change the game. Playing 0.70.274272 as the Terrans, huge sectors, arm, sliders set to abundant or common, the number of star systems, planets, and resources was huge. In a single sector, on turn 258, I have 17 Core Worlds and 50 colonies, and I still have about a third of the sector left to colonize. It’s too much for me, though it can

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Apologies it took so long to write up 0.60.208431a. I like to get deep into playthroughs to better appreciate mechanics and bugs. Turn 481, Slowest everything, Arm with largest sectors, 16 AI opponents, max separation. Bug – Early in two playthroughs, about 4-5 worlds owned, my influence in my starting sector suddenly increased to span most of the sector. Later, after saving and reloading, the inf

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Turn 151 slowest pace game, anomalies suddenly reappeared. I didn’t complete any research that turn. What I believe happened is that the Yor in my sector researched Anomaly Detection. I did not have that tech. I like having more slots for ships. Larger hulls "felt" larger. The slot system is easier to understand than the mass system from earlier games. That said, it still feels a bit too confining, like something I make is just

56 Replies 185,655 Views

[quote who="Larsenex" reply="15" id="3819438"] Quoting Old-Spider, reply 9 I have a hung game that is repeatable. It's a new game started with alpha 0.55.194342a. I have a save just before the hang that is available here. After loading the game, go to the next turn, then respond to the report about the contrace traders. The game will hang during the Manti Cluster turn. NOTE The game was just updated to 0.55.194342b. The save still hangs. <b

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The battle viewer is fun sometimes, especially when I create or download a new ship design. After that, I hardly use it for the sake of time. Would I miss it? No. Not a bit. Seeing battles on the map would work so long as it happens quickly. Time is the biggest reason I mostly skip the battle viewer. If map battles bog the game down, I wouldn't want them, or I would want the option to skip them, preferably as a menu option and not a "every battle" pop up. My opinion, of course

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Review based on Test Edition V0.50.190544b Played as Terrans, Arm, Normal Difficulty, Huge Sectors, Distanced from AI, mix of abundant and occasional settings, Conquest Victory, Very Slow in both Pacing and Research, 8 AI opponents. Review: If playing on a map with abundant anomalies, do rewards like +10% Influence Growth for 50 Turns stack? If not, suggest adding this to alert player. <p clas

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Comparison on turn time GC3 to GC4 (.45 but save loaded successfully in .5) ------------------ I always play on the map just below max and "marathon" settings for a slow game. GC3 Single Turn: - 0658 Click to load game - 0700 Start turn 406 with 369 colonies (about 45-50% of map) - 0725 Start of next turn GC4 .45 Single Turn: - 0730 Click to load game - 0730 Start turn 521: 5 Core worlds, 41 colonies, 3 sectors inhabited,

3 Replies 3,030 Views

General impressions at Turn 104 in a "slowest" paced game, which is my favorite way to play any 4x game. The game feels like GC. Maybe a strange observation, but having put in 1000+ hours in each of GC2 and GC3, I was quickly comfortable with the game. It also has that "just one more turn" feel (as I left the lawn sprinklers on for over an hour before I remembered them.) I really like the citizen and leader cards. I'm assuming we will get more ministries in later build

127 Replies 341,550 Views

[quote who="Frogboy" reply="6" id="3809125"] Possible solution - An order for colonizers: "Colonize Closest Planet" and/or "Colonize Highest Quality Planet" could replace "Explore" (See below). Barring this, creating some sort of colonizing management system in the interface that would allow you to select the planet that the colonizer will go to upon being created. I'm really liking this. I think having more auto options on ships would, in general, be a good thing.<

127 Replies 341,550 Views

[quote who="Sedghammer" reply="1" id="3809010"] Control Accumulation - currently there's a lot of control accumulation and not much to spend it on. There need to be more choices for utilizing control and/or the cooldown for executive orders needs to decrease. [/quote] I noticed the same thing. At turn 101, I've purchased every executive order and planet order that makes sense and I still have 64 control points. A faster cooldown for executive orders might help.

127 Replies 341,550 Views

[quote who="shayvaan" reply="54" id="3809578"] Another big difference between Stellaris' random techs and GC4's is that Stellaris has 3 random techs being researched at a time, one in each category. You don't have to worry about whether or not you'll keep drawing sensor and culture techs when you need larger ships. [/quote] It's been so long since I played Stellaris I'd forgotten this. Yes, having multiple main paths and random choices within each would help. The player stil

127 Replies 341,550 Views

[quote who="jdschw" reply="47" id="3809510"] it would be nice if the military tech was a little more accessible faster. [/quote] I noticed this, too. I was fortune that my near neighbors were peaceful, but by turn 97 in a slow tech game I got only my second military tech choice. If things were more hostile, like it sounds from your game, that would put me at a serious disadvantage early game. The armed shuttle is pathetic compared to pirate ships and space monsters.

127 Replies 341,550 Views

[quote who="shayvaan" reply="45" id="3809496"] Is there any way of getting culture points reliably? I am turn 242 and only have gotten 4 culture points. [/quote] I started the game with "abundant" anomalies and am getting steady culture points from missions through turn 98 so far. Probably not the best solution but a solution within current mechanics.

127 Replies 341,550 Views

[quote who="Publius of NV" reply="46" id="3809500"] You need to convert one or more of your citizens to traders to get trade licenses [/quote] Thanks, Publius. I hadn't caught this. Double-click on the citizen and select a specialty. Completely missed this mechanic.

127 Replies 341,550 Views

Playing new game on Test version v0.40. (Typing these as I play. Will add comments as I go.) Main page UI: I really like the Notification icons upper left, being able to click on them and go directly to the relevant UI. Great improvement from GC3. Suggestion: In keeping with the idea, please move the research icon there instead of the lower right (like it was in GC3). That way, all the “to-do

3 Replies 2,985 Views