DerekPaxton

DerekPaxton

Joined Member # 633504
24 Posts 191 Replies 2,851 Reputation

[quote quoting="post"] Player Creation: <p class="zw-paragraph" style="margin: 0px 0px 0pt; line-height: 1.2;" data-textformat="{"type":"text"}" data-margin-bottom="0

15 Replies 6,777 Views

*** UNRELEASED *** Fixes Many crash fixes Balance Minister of Production requirement changed to Manufacturing Capitals Occasional planet frequency now results in more planets Occasional star frequnecy results in more stars Tweak for making sure the number of sectors asked for actually show up in a game. Manufacturing costs for larger hull sizes incre

1 Replies 4,511 Views

"Now I know the Altarians are kinda self-righteous a##holes" This is my favorite line I've read today and it made me laugh. We are seeing a mix of good trade offers and horrible trade offers right now. There is a lot of variance. We are playing with them to try to make them be more consistent.

7 Replies 2,745 Views

[quote who="Simplicity123" reply="13" id="3836254"] If you wanted to make things really interesting, and something I think that would help is to create non-starting sectors. Sector exploration at the moment is a little pointless because by the time you get the tech, the other sectors are often pretty fully occupied. Do I want to go cross-sector to start a war with some races I barely know? Not until I've cleaned my entire sector up... So no, not for a long while.&

25 Replies 65,015 Views

Yes. In fact one of the reason for sectors was to introduce terrain. You can think of them as connected games of GalCiv, or you can think of them as continents dseperated by vast oceans. So from the perspective of blocked terrain, we have it. Lots of it on the large scale. And not only does it blind you to whats on the other side, but you are unaware that a path exists until you get the correct tech. Is that stream into the heart of your empire, or are you going to need to plow throug

25 Replies 65,015 Views

*** RELEASED 2/4/2022 *** Features Lots of new flavor text. Mimot lore story expanded on. Tech Navigator added New events Iridium Market Collapse Torian Terrorist Drengin Gladiator Fleeing Scientist Stolen Drive Balance New super project: Iridia Exchange. Provides +4 adjacency bonuses Wealth trai

10 Replies 16,947 Views

*** RELEASED 1/27/2022 *** These are all the changes from the last public update (0.65) Features Baratak Grove civilization - The Baratak are a plant-based species designed on the strength of their worlds. If their homeworlds are healthy, they will be healthy. If not, they will struggle. Key to this is pollution and players should make careful choices when deciding what pollution to allow on thei

2 Replies 10,527 Views

Onyx currently have double the normal hp, but can't be repaired. They are monsters, but worn down over time. We may add an ability to fully repair a ship using Promethion.

2 Replies 1,681 Views

*** RELEASED ON TEST 1/27/2022 *** Fixes Updated some technology descriptions to better match what they do. Fixed missing thumbnail on the YOR homeworld. Fixed spacing issue where foreign trade offers with dialog had the dialog text overlapping the relation bar. Crash fixes. Balance Colonial Generator improvement added Durantium Processor improvement

0 Replies 1,736 Views

*** RELEASED ON TEST 1/26/2022 *** Features Added the Forced Overtime executive order to boost production of a shipyard (though your people wont be happy). Added the Draft Civilian Ships executive order to get some emergency defenders. Balance Tiny hull slots reduced from 2 to 1. Small ship HP increaased from 12 to 16. Removed one per ship limitation on defens

1 Replies 3,179 Views

*** RELEASED ON TEST 1/26/2022 *** Features Terran Resistance - Fellow humans in the universe, but less diplomatic and more guarded than the Terran Alliance. Though they lack the influence of the Alliance their have a strong military, especially their Command ships. Which earn double the normal experience and all gain powerful bonuses as they level. Onyx Hive - This civilization survives on Prom

1 Replies 2,133 Views

[quote who="Coggy" reply="10" id="3834314"] I just read the above discussion. The Boost Engine component seems like it will meet an issue I had. I wanted to be able to make very fast freighters, colonizers, or any type of ship. But I'm not sure about "add as many as you want." I will assume that you mean add as many as you want "as long as there are component slots on the ship." That would be great. If you have 5 slots total, you can add 3 of these Engine Bo

11 Replies 4,809 Views

Okay I'm making the following changes: Hull Support is no longer limited to 1 per ship (feel free to load up your slots on HP). Foundry now available in design (increases ship repair). Boost Engine component available in ship design (+1 moves, add as many as you want). Unshielded Thruster added in ship design (+3 moves, -20% HP). Radar Array (+2 Sensor range) Thulium cost removed. Subspace Sensor (+4 Sensor range) added with a T

11 Replies 4,809 Views

[quote]5. Randomized tech is a direct attempt to keep Mini-Maxers from bee-lining tech to many players beeline up the tech to get that optimum building, ship, whatever it is then complain the AI is too easy to beat, random tech is an attempt to delay this outcome. Add that you can click the beaker icon in the upper right of the tech screen and chose tech from one of 4 subcategories it is not truly "random".[/quote] Just to add to this, as Gypsy said, the point of random tech trees is

17 Replies 44,161 Views

This is the plan long term. Unfortunately, it came to me too late to get in for release as it effects a lot of other systems including AI. But yes, eventually we want to remove specializing citizens and instead be able to drop them in districts. It's not a huge change from a mechanical standpoint. But the UI for it is a lot cleaner and its so much easier to see what you have assigned and not assigned out. So I'm 100% with you.

1 Replies 2,497 Views

Did you know you can focus your tech research on a certain area? What components would you like to see to design ships with?

17 Replies 44,161 Views

Planet tiles value vary based on the resources of the planet. A +3 Wealth tile on a planet with 6 Wealth, surrounding by wealth boosting tiles is a dream. A +3 Wealth tile on a planet with 1 Wealth is medicore at best (in fact Im probably going to use it for something else). The interaction between planet tiles and resources is intentional. Though we can do some work to help correlate them (just because its fun when that correlation happens). For example Mountainous and Jungle worlds

5 Replies 16,583 Views

[quote quoting="post"] The current shipyard and tech really removes options for customizing your shipbuilding. 1). Is there a tech that lets us minimize the technology? So that we can get more items on a specific size of ship, e.g., get 4 items on a small ship (instead of just 3). So that you can add an interstellar drive to that little tiny or medium ship once you get some miniaturization tech. 2) Restricting each ship size to a set number of components inste

11 Replies 4,809 Views

*** RELEASED ON TEST *** 1/12/2022: Version bumped to 0.71 Features Baratak Grove civilization - The Baratak are a plant-based species designed on the strength of their worlds. If their homeworlds are healthy, they will be healthy. If not, they will struggle. Key to this is pollution and players should make careful choices when deciding what pollution to allow on their worlds, especially their co

6 Replies 24,778 Views

[quote who="Coggy" reply="25" id="3828518"] I made a starbase near a Control Relic and a promethion source. I added the first archeology lab. I am receiving the promethion, but based on the counter at the top of screen I am not gaining the 1 additional control point which the starbase says that I should. [/quote] Yes, that will be fixed in the next update

148 Replies 379,931 Views

[quote quoting="post"] Let me preface this gripe list by saying how much i've loved and enjoyed the entire GalCiv universe of games. This game needs a little more tweaking to get it where it needs to be. Here's a list of a few in-game gripes I have about this version: Version .65 alpha Game gripes for this version: 1) I'm sick to death of seeing the same summary and action screens after executed turns. Every single turn, I get the "governor x is in l

17 Replies 44,161 Views