Somehow making a simultaneous turn mode for multiplayer would also be awesome. I know it's not a realistic ask, but turn based 4X games just don't pace well in multiplayer without simultaneous turns.
Surge72
Noticed a bug / typo. The description for the Frigate Module mentions enabling Destroyer class ships. I'm guessing this should say Frigate class ships, as it doesn't make sense - or at best is just really confusing - as it current stands. Edit: This is for the newly released v2.2
And does accuracy above 100% help at all? For example, can it negate some amount of Evasion of the target?
Also agreed. There are so many confusing and seemingly crossed wires and mixed design philosophies when it comes to culture traits and ideologies and civ traits. None of it seems consistent from the outside, nor explained.
This has been asked for for some time. I can only imagine they are working on it, as it seems pretty important - especially as you can gain traits throughout the game through events.
Fantastic news! Though keep in mind if it isn't close to 100% comprehensive, it'll just cause frustration when someone can't find what they were hoping to look up.
Many aren't explained anywhere. Especially for the ones resulting from events. For example, an event choice says "+1 Egalitarism, +1 Egalitarism Cultural Awareness". The game kind of explains the whole culturally awareness (although is still lacking how it translates to the discount), but no wheres does it explain what 1 point of Egalitarism is, or what your current level of it is. Where can I see the sum of all of my civs decisions and how they are affecting me
The importance of a very competent AI can't be overstated. I love that you put so much effort into the AI! Now try and do the same for the tooltip explanations :)
It doesn't actually show you any images it generated from your prompts, which is rather disingenuous. Instead, it's using your prompts to find a suitable image from an existing cache...
Oooh yes please. This would be very much appreciated.
Steam or still only Epic?
Ooh, interesting. I've got to say, I'm very disappointed to see the sectors still appear to link via single hexes. That's really lame. In my opinion, the links should spread out to an area of hexes on the edge of a sector. Far more interesting defending that than a single hex.
Ooh, interesting. I've got to say, I'm very disappointed to see the sectors still appear to link via single hexes. That's really lame. In my opinion, the links should spread out to an area of hexes on the edge of a sector. Far more interesting defending that than a single hex.
[quote who="DerekPaxton" reply="2" id="3852196"] We never considered tying the particle color to the icon color. It's not a bad idea, but we wanted to give artists more freedom to make cool effects. And it may take away some of the visual interest if all beams are just bigger and bigger blue effects. In the end the particle's priority is to look cool. The type of weapon is conveyed in lots of other places [/quote] You can't argue against documenting the full mechanics of com
I'm glad it's not just me that finds the opacity of the combat mechanics very unenjoyable.
Yeah, combat is a total mess and probably always will be. It's always been pretty damn poor in the series, and they haven't innovated on it in decades.
I agree that tutorials aren't common anymore and are a bit of a thing of the past. However, saying you've kept things intuitive with tooltips is being rather generous towards yourselves. The tooltips are lacking all over the shop. They cover very little in the way of mechanics or how things work (even vaguely). They will often just provide numbers with no context or meaning - again (I realise I harp on about it a lot), the worst offender of this
I appreciate your efforts to document and explain it, but what is your authority on the matter? Are you with Stardock? This is related to something I raised in the Roadmap thread - I have yet to see any full explanation from official sources. I'm not meaning to discredit you. I just don't know what authority you have on the matter. I mention no official authority, but even then it doesn't always help. I recall discussions for Galciv3 where Brad got involved and mentioned how s
[quote]Accuracy and Dodge used to determine the floor of the attack/defense rolls. [/quote] Appreciate the attention to combat. It is in my opinion the weakest part of the Galciv series (particularly as it seems to be the only mechanic to have not had any attention since Galciv2 - my first foray into Galciv). May I also suggest properly detailed tooltips somewhere (perhaps for the ship stats) explaining how combat actually works? How all the numbers interact with on
Very little in the game is actually explained, which isn't a good thing.
[quote who="JhonnyZERO0078X" reply="18" id="3848639"] I will NEVER support epic or ANY other dev that's even remotely connected to Tencent and the CCP! AMERICA FIRST!!!!!!!!!! [/quote] Now that's some pretty unhealthy patriotism right there.
[quote who="slarjy" reply="4" id="3847611"] Quoting Basilisk83, reply 3 i would say more accurate combat-related descriptions, so people dont get confused...oh, and an official explanation of how the combat system and growth rate both work. people are going to want to know... I assess that the
In my opinion, this is another critical failing of the Galciv series - opaque mechanics and a total failure in conveying important information (either through tooltips or a Dev supported wiki).
[quote who="delwyn1" reply="7" id="3847209"] If they do go with steam later I hope I not need to rebuy the game n will have a key to access it there [/quote] That definitely won't be the case. I'm not terribly against Epic. Not as good as Steam, but no reason to avoid a game I actively want.
Well there goes all hope of seeing any revamping of the stale combat or the irrelevant map terrain.