The path that ships take is (understandably) zig-zag over certain portions of starlanes. Sometimes I like to take a turn and watch things unfold while zoomed out to a partial galaxy level, but these stupid zig-zags really slow it down. I would suggest, for ships on a starlane, please don't animate them. Just place them at the endpoint. Especially since, upon entering a sector, they finish movement, this would not be an issue with "losing information".
AdamMG
Another vote for removing the circle. It makes no sense. The map is a hex map, and the circle forces me to count hexes (though I've gotten better at eyeballing it by now). And the hexes disappear at close zoom, which should be a player choice. Some of us like zooming in for hexes (and so long as G continues to work, we can turn it on and off ourselves). It looks nice, but for gameplay, it is sorely inadequate.
the 0.8 update list shows this as fixed (not yet released). The update logs are your friends.
There is also an issue of all "pirate types" being included for each quest: e.g., for "kill the pirates" I get credit for killing monsters/guardians, but must kill one of the proper type to finish the quest. So I can kill 6 pirates, and one monster, for a "7 monster quest" so long as the monster is the last one. (edit) to be clear, I can kill 2.4 gigabytes of pirates, and one monster, and that is a way to succeed in the monster quest. The last ship killed is the only ship
If we are looking for fan votes, I'm in for this one. Circles are just crap for exploring the hex-based universe.
[quote who="Jeff Yutzler" reply="2" id="3838071"] I think it would be cool if planets were truncated icosahedrons. I think a limit of 32 workable tiles would be fine and I think that approach would give more interesting adjacency options than what we have now even though twelve tiles would be pentagonal instead of hexagonal. However, I wouldn't envy the programmer(s) told to implement it. [/quote] So you'd prefer planets look like soccer balls? (or C-60 molecules) ?&nb
The grid should have options for when it is visible .. minimum and maximum zoom levels. That way, everyone can be happy. Seems simple enough with some XML and an option set in the Galaxy screen.
Many times, I look at my Leader Pool, and I have some applicants that I would just like to go away. It may be because their Loyalty is in the red, or because they are a slacker and never developed any of their stats. So I find myself in long turn cycles, where I keep looking at the pool, and realizing that 1 turn has passed, and the lowest "I'm going away now" is 16 turns away. I'd love to have an option to "fire" leaders from the pool. I'd be ok with a penalty (-
I have been playing a game as Yor, and just noticed this. Thanks for posting, or I'd have kept building population there forever. I guess it is strip mining now (which is bugged in that it does not increase pollution ... yet). I suspect it has something to do with planet class, and total number of manufactured citizens. If so, the player should have access to this data.
[quote who="scifi1950" reply="4" id="3837838"] Confirmed - only survey ships upgrading in this release. Is this mechanic going to be reinstated for Commander ships and all other military ships in a future release? [/quote] They have said, multiple times, that Commander ships aren't implemented yet, but should upgrade, and all other non-survey ships will gain HP on leveling up with no other options.
[quote who="Elhoim" reply="11" id="3837405"] On that subject, I think that hostile entities should eventually form fleets instead of spamming the map with units, which makes them easier buy annoying to deal with. [/quote] I second this
[quote who="gypsy2299" reply="43" id="3837252"] Quoting AdamMG, reply 40 I just started a new game, as the Navigators, and within my first Tech cards was Subspace Streaming. Navigators start with this tech, so researching it would be a waste, and it took up a tech slot.
I just started a new game, as the Navigators, and within my first Tech cards was Subspace Streaming. Navigators start with this tech, so researching it would be a waste, and it took up a tech slot.
[quote who="AzureHawk" reply="5" id="3837090"] ... I will completely boycott future Stardock games until they learn what makes games fun to play. [/quote] Oh man, Stardock might go bankrupt! I'm sure they appreciate the warning.
When a Minor Race gives a quest to kill seven (7) pirates of one type (standard, guardian, or monsters), the number of pirates killed will increase on any of the three types, despite the actual quest given. For example, I recently got a quest to kill 7 guardian ships. I hadn't discovered any yet, but killed some monsters and pirates on my way to them. The counter for "guardians killed" increased every time I killed a monster/pirate. Once I killed 7, the q
All of the planetary resources seem to act like this, for me. I haven't seen an option to turn it off.
[quote who="Draver" reply="1" id="3836699"] 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 <StrategicIconDistanceThreshold
@Dahrkstar It is much easier for the devs to look through 1 post with N points, than N posts with 1 point each. I have enjoyed your insights (as a fan) and I'm sure the devs would too. Just .. ya know, condense it so they have time to look at each point?
[quote who="Simplicity123" reply="17" id="3836299"]Unless you had more sectors than civs, which is something I might actually be interested in seeing, but right now doesn't seem like what the game is set up to do. Galatic archipeligo does sound interesting through. 5 civs, and 20 small sectors.... The starlane map then becomes a core feature instead of something kind of vestigial or for late game play. [/quote] It is not very hard, currently, to get lots of s
[quote who="Frogboy" reply="12" id="3836297"] All the stuff in the last three posts [/quote] Totally agreed. Don't let people whose negative comments contradict each other get under your skin. Of COURSE there are major changes coming. The game is still being shaped. I'm eagerly awaiting the next (soonish) update by playing and being annoyed that it hasn't been changed yet.
[quote who="Jeff Yutzler" reply="4" id="3836084"] The game is too incomplete for a full review. It is in closed Beta for a reason. [/quote] If it were in closed beta, it wouldn't be available to us. It is in open beta. :)
I like the idea of having a minister weight certain techs more than others. It allows for focus within the RNG.
I agree that tooltips (or some sort of in-game reference) would be nice for these types of things. Mountainous worlds generally produce wealth and manufacturing, and little food. Volcanic worlds are rich in manufacturing, and generally have wealth and possibly some research and little food. Bombarded planets have research, and some manufacturing. Terran planets are balanced. Arboreal planets have lots of food. Paradise planets have lots of every
I am expressing my complete frustration over threads devoted to which store Stardock chose to put their ALPHA and BETA versions on. Don't want to join in? Then please don't clutter the forums.
Another fun note about asteroids: If a cluster lies between two planets, the asteroids in the cluster are treated individually. The cluster is mined all at once, but the individual asteroids might feed separate planets. You can tell by mousing over the asteroid hex. It is also possible to change which planet the asteroid feeds. This is done one asteroid at a time (not by cluster) and so is quite tedious for very marginal gains. Unless you ar