bradzoob

bradzoob

Joined Member # 5345409
4 Posts 28 Replies 9,260 Reputation

Yeah, whats a safety margin to a robot anyhow? just fire them out of a canon at the planet you want to do an invasion at. Did you start playing with HDR/emissives in Escalation? it looks fantastic compared to the original, so shiny, and i'm almost certain that's about the same time Unity dropped PP2 bloom diffusion and HDR cam mode. I should really have another poke at it.

7 Replies 21,513 Views

nah, it was always 1 short, you need the expansion of the base range (+2) to reach it. The difference now i think is that because they've started gating the base types the branch that upgrade was in won't appear under Mining Base - which is very weird since this is literally almost exclusively all it would ever be used for coz by far the most overwhelming problem is resource scarcity, i'm sure as hell not worried about fitting in 15 bases around my planets when it takes forever to just build

64 Replies 139,932 Views

So you've climbed out of the primordial soup, wore a tie for a few millions years and now you're ready to take on the stars eh? Oh, you've conquered the energy return paradox of supralight travel, you've gene preened your civilization to adapt to the poisonous vacuum of space and threw your head back with a maniacal laugh as the C-beams glittered before you and fell silent - you thought you'd seen it all.... well get ready for your biggest challenge yet, Mr/Mrs Futurepants - __put

7 Replies 21,513 Views

Yep, I guess i was more or less just wanting to know if anyone thinks this is something worth fixing, UI lag kills me :) Thanks for taking the time :) Playing v80 currently, this release seems pretty quick so far, might be that i haven't left the starting cluster and only have 10 shipyards so far.

8 Replies 11,102 Views

I just mean the UI itself shouldn't be impacted by the depth of your data stores, if injecting an item into a list has a 2000ms cost that's fine but you don't have to inject it in realtime, it doesn't have to block the UI while it does it. That's what's currently happening though.

8 Replies 11,102 Views

omg so the 0.1 mining max is a galactic wide nerf on mining for organics? that's a surprising game choice, wow. Removing techs has this horrible feeling that makes everything seem like a bug, if you only ever see 0.1 everywhere eventually you're gonna ask "why bother using metric values at all then if the unit is absolute and unchanging".

16 Replies 40,545 Views

Sadly i think the 1 action per turn limit tends to defeat the scale GC is heading in, because there does need to be scale and the game needs to both impose it and respond to it so i think hard locking actions per turn won't weather feedback for long, dealing with a swarm of enemies currently is tedious as hell without a mechanism to deal with them that doesn't result in tedious actions, and the UI just can't handle microscale interactions, you'll grind people out of play and the game isn't ev

2 Replies 5,780 Views

Not sure if this has been bought up before but the UI currently used in galciv4, which is presumably the exact same library being used in GalCiv3 (?), has a really hard time keeping up when the galaxy gets populated, to the point where it can't register a click properly and delays a full second before responding, a good reason to implement "repeat" options for all shipyard items. It's not using Unity's IMGUI is it? that thing has a horrible cost for additional complexity and it shares

8 Replies 11,102 Views

I think "spend" is an appropriate epithet for the action of allocating an ideology point on the ideology tree. :P Yeeessssss popups that forces you to make a decision without having 4 trillion points of data right in your short term memory at that exact point in time is painful lol. Maybe absorb yourselves in ES2 for a day, learn all you can about the way they do their UI's, for me theirs is the absolute pinnacle of UI design, and it's thread runs consistent through each of

24 Replies 21,420 Views

Yeah if it wasn't such a chore i'd constantly delete and rebuild but i really don't want to delete anything at this stage because i have no idea what changes will happen if i do, in some cases i've deleted things and they never came back lol. Like when you put down an orbital extraction sat then later decide it makes more sense to manually mine this super rare and suddenly required for everything resource - you hit the planet and you can't update the resource and if you delete the resou

6 Replies 3,152 Views

Currently the ship pathing is pretty rudimentary, you can't change destination nor can you see which path a ship will take before committing and the path it takes can be wildly different due to the pathing implementation, presumably vanilla A*, you might need to tweak diagonal costs because it looks like they're pathing according to rectilinear grid rather than hex which should give some benefits for diagonal traversal which should relax the pathing a bit, make it seem more direct, this might

0 Replies 1,698 Views

[quote who="Jeff Yutzler" reply="4" id="3837755"] I won't start my first game of 0.77b until this weekend [/quote] i think it's greatly improved, it's the first version where nothing has boxed me in, some proc gen stuff is still a bit whiffy but i'm enjoying it and haven't rage quit yet :P I still hate the tech tree randomization, that feels like a user hostile inclusion, like loot boxes for tech trees lolwut, let me plan my empire in an empire planning game y

8 Replies 10,785 Views

Galaxy all on max, game on fastest, easiest level, Altarians. After almost 300 turns i've solved most of my durantium by discovering the little resource missions returns a durantium every go, so now it's about scaling ship builders so i can send out tonnes of those :) but with that evolution i am now lacking other resources and so far i'm enjoying the process, but i have modded the game for double sized hulls and 4 moves for the special engine to mitigate the glacial pace. I

8 Replies 10,785 Views

yeah agree, i really dislike the duality approach with traits, i almost never select them because it really relies on 2 things; that you have an absolute boon of one thing accidentally (otherwise you'd not want to sacrifice it right) and that you want the other thing. So rarely i choose anything that takes away something else. Also really despise these sorts of loaded decisions without those stats being immediately available, i have to step out and go check my civs or units stats to see

24 Replies 21,420 Views

Are worlds using procedural input properly? they seem very random, not coerced like we normally do for terrain / ecosystem / biomass generation ? for a game that leans heavily on planetary hex building (much more heavily than it's predecessors now that ship mass building is gone) it would make sense to build out planets this way: Form a standard procedural generation for the planet abstract hex map using a few waves of noise to build a nice Fourier for height (fbm is qu

6 Replies 3,152 Views

My experience so far was that getting ideology points was virtually impossible and could only get about 10 before they ran out forever. However as Altarian in 77b i can see everything is almost perfectly balanced (that's with my "double hull size/one-per-ship restriction removed" xml mod though, otherwise everything is just incredibly slow and my ADHD brain just switches off in the tedium). So either RNG is broken and i just lucked out this playthrough, and that's the standard exp

24 Replies 21,420 Views

I've had multiple clusters generate with pretty bad setups, the most recent in 77b was that there was something like 4 Durantium, which pretty much wrecks any kind of civ building since everything is hinged on this one resource. Could there be a solution to hard locks like this, perhaps instead of specific resources what if you made an omni-gel type resource "Hard Materials" that other materials could be converted into, so at least you weren't completely locked. This goes back to the ga

8 Replies 10,785 Views

I get that they're big on throttling expansionism in this game, there are just cooler ways to do it than just nerfing moves or limiting actions. Just make actions COST in a non binary way, sort of like making it cost $5 for a bullet :P so those with the means can expend energy in various ways to achieve an outcome. Got an abundance of Thulium? use 1 thulium to take another action. etc. Locking it to binary gates brings the tedium.

4 Replies 2,875 Views

Yeah sorry, to be clear i meant it as a physical reference to the number as i didn't pay attention to exactly how many points there are in a tree, i'd estimate you get about 10 points before you get no more. Do you notice you stop getting missions / points after a while? Like it seems as though you get a frequent drip of them and then they just sort of stop. Is there a quota ? a fixed limit ? it literally feels like it's broken at this point, like a glitch hits a

24 Replies 21,420 Views