Yah, that's where we'll see how good the map generation is. If it works as expected, that shouldn't happen right ?
Draver
[quote who="peterh1979" reply="8" id="3888325"] I do like the idea of not being able to colonize in other Civ's zone of influence. However 1 important consideration is that if a civ is has blocked off the space around entry point to a sector and you cant build starbases or colonize worlds in their ZOC than your effectively blocked off from that sector unless you go down the military route. Not sure I have a good solution to this unordinary. [/quote] It
I like this list. Emergent colonies make a lot of sense. As a game progress, there is a lot of repetition that sets in, so I'm eager to see what you all come up with on the automation side.
[quote quoting="post"] Experiments We are going to try out a pretty big change this week: We are going to make it so that colonies can’t be conquered. Only the core worlds. If you take the core world, you automatically get all the colonies that sponsor them. We haven’t decided if that will be a permanent change but we want to see how that affects pacing. Let us know in the comments what you think. Scratch tha
Yah, that's also what came to mind reading this: in the early-mid stages of the game there's already a scarcity of citizen to use up for constructor and colony ship; this idea would require a rebalancing/rethinking of the concept of needing citizen for those ships imo. It could be as simple as having two pools of citizen: specialists (which are put on the planet tiles) and grunts that can be used for ships. Or just remove the whole citizen requirement all together and tie it up to another num
As a side note, (and I don't want to derail your thread but this seems relevant to what you're saying), the game FPS tend to slow down a lot when it starts to get busy on the map. Even with a 4090 and a 5950x, the game ends up around 60 FPS and sometimes below in 3440x1440; with that hardware I'd expect to stay in the high 120+ at all times. So yah, anything that can be done to improved overall performance would certainly benefit the Steamdeck as well.
I had the same request and I went looking around for how we can make this happen. Seems like we can give Microsoft a heads-up on their feedback hub according to this article: https://devblogs.microsoft.com/directx/exciting-additions-to-your-auto-hdr-experience-on-pc/ "If you notice issues in these additions to Auto HDR, or your favorite DX11/DX12 titles don’t work yet, or y
I made the same mistake on my current game!
Thank you Brad for this! It's a great example of what AGI is all about; I'll share it with my friends and family so they can better grasp where we are headed and why it is so exiting and frightening at the same time.
Good stuff!
Good stuff Derek, thx!
Absolutely! :)
In my current game, one of the minor races (the ones that can't be conquered through planet flipping) gave me a "quest" when I interacted with them. Once I completed the quest, I had a choice of rewards and one of them was 0.2 techapods per turn! Lets just say, I'll protect them to the end :)
Combat and the various strategies involved in optimizing it (what ship or star base I build, what kind of layout I use, which modules is most optimal, what combat research do I go after in my current situation, how do I use it all in my grand strategy, how do I counter my enemies move, etc.) is an important part of the genre for a lot of players. There's so much potential for fun there, its worth taking the time to make it interesting while not over simplifying it or over complicate things. I
Totally agree with point #4. I really dislike RNG cards as well. Your idea of applying a bonus seems like a good compromise: use an incitative (bonus) instead of a constraint (negative).
That's awesome Derek, thanks!
I agree that something needs to be done about this. If the circle is here to stay, another solution would be to highlight the resources that will fall in the star base influence when moving your construction ship around.
About constructor and the range ring, one thing that would really help is highlighting the resources, planets, etc. that would fall into their influence radius prior to building a star base. Small quality of life thing that would make a world of difference.
From what was said in the Discord, it was intentional. They're trying it out. Brad gave a solution to revert the behaviour. Just go in \Epic Games\GCIVTestEdition\Data\Core folder and open GraphicsDefs.xml. Then swap the numbers of these two lines so they look like this: 4500 3500</StrategicIconDistanceThresholdHigh&
[quote who="Taslios" reply="1" id="3817847"] If we had research paths like astrophysics or Metallurgy or Materials Sciences, Computer Technology, Nanophysics etc etc etc I'd enjoy the immersion. [/quote] I think Space Empire (IV at least) had something like that where you splitted a percentage of your research pool in different research fields. I really liked it and it was a lot of fun discovering what kind of new technology you could get for your ships or planet
This conversation may not be pleasant to have but it is needed. Epic exclusives are a multi facet topic, often emotional, that can certainly use some rational dialogue. The history of how things unfolded in the past is very valuable and does corresponds to what any honest observer present at the time would corroborate. I remember vividly how much better Impulse was to Steam back in the days. To this day I wish you all hadn’t sold it! In a way, we cou
[quote who="Frogboy" reply="58" id="3814474"] It is very likely that GalCiv IV will be exclusively on Epic for a period of time post-release. [/quote] What about GamePass PC ? Have you had a chance to look into what Microsoft could offer you to have it on their platform first ?
^^This That external link lay out the facts quite clearly. That's the reason a lot of people refuses to buy anything on the Epic store. The money they are giving away to developers is dirty. China's regime is not your friend.