[quote who="Publius of NV" reply="4" id="3831079"] How does +11% -50% -10% add up to +0.5%? [/quote] That "-50%" is "*0.5".
Commander4X
Bugs: - I fire a governor. He is not in unassigned leaders pool. Reloading does not help. I can assign him as a new governor though Feedback: - Eyes of the Universe got level 6. No level upgrades are applied - Leader cost tool tip would be nice (what active buffs do reduce leader cost?) - Turn 150. I assigned seven leaders to Endless Emporium: +648% gross income. So gross income is a thing now. It motivates to invest even more into approval management to apply h
[quote who="gypsy2299" reply="4" id="3830981"] This is a known bug it is covered in the next to the last line of the .70 changelog. [/quote] Thank you. I just colonized my first spored world. It got: 2/0/4/3/1 values. [quote]Colonial Clinic improvement is behaving like one per player, vs one per planet.[/quote] It is one per planet but you cannot build it on your home world.
Bugs: - Pirate snipers got 0/0 moves - Natural League Center: why can it be built only at my home planet? It says once per planet. I cannot build it at another core having a natural league citizen - I spored three dead worlds into level 5 worlds. They all got 0/0/0/0/0 values - I got the leader Big Barrow two times - Sometimes the civilization you chose gets lost at the step "chose opponents" and you start as terrans - All five citizens at my home world get -5% a
Here are two general ideas how a relative approach might work. First is stolen from another game... second is my own idea. 1) We gain prestige points like we do now. But we do not win by reaching a certain number of points. But there will be a galactic council. Every civ has a number of votes based on its prestige points. Two civs challenge for prestige victory. Civ A = Civ with most prestige points. Civ B = next most prestige that is not allied to A. Civ A and B vo
[quote who="SchismNavigator" reply="1" id="3830532"] Hmm, communicating gameplay is a key element we want to work on. I'd like to open this thread up for others to chime in with ideas on how we communicate victory conditions and what works towards them. [/quote] There could be two thresholds for each winning condition: let's say 50% ( a ) and 80% ( b ). If we reach a threshold we get a pop-up: You are approaching ( a ) / close to ( b ) winning condition X. If
[quote]How many are already selected?[/quote] One ;-) Bug? "You are at war with my race" (-10 approval): by exterminating another civ the war should end too. The trait remains though.
- An advisor says it would be a good idea to make a core world but that colonie has only 4% decay - If you have a very loyal governor, there are events giving you credits and control. I think those events happen too often. Your other decisions to generate more control begin to feel unimportant
[quote who="SSStreetFighter" reply="92" id="3829812"] I think they should lower the population growth rate in the next version. I avoid all of the life relics. Never assign a minister of health. I basically avoid every policy or anything else that could lead to population growth. I always use eugenics and keep that disease mission going just the lower population growth, And my population still grows so fast that I halfway through the game I'm building pop ships I can't even use just to g
Thank you for sharing this information. I read all three AARs. Interesting to see how you use it to test and create a better immersion. There is one point I want to give a more detailed feedback: you wrote in 2006 that one part of your job was to build the AI in a way it plays like a non-obnoxious human player. That sentence put me thinking about 4X, AI, multiplayer, immersion, challenge and fun ... ;-) If you play GalCivIII against AI one of the biggest strength is t
- Just a little idea: we already get a notification "ships inside our control zone without open borders". Could this be presented in a clearer way? Maybe top-center or next to next-action-button? - I am not sure about growth/approval. In my last games I had no big problems to get high approval at my core worlds. More pops mean more entertainers as well – if needed. A lower growth would mean that the need for more/faster core worlds would increase as well. Approval: You
Ha, I know what you mean. Hundreds of durantium gone in a second ;-) But you got me wrong. My meaning was that the cost is the technologies. Your shipyards get a level based on your technologies. They cover a wider area the more you advance and fighters defend you against harassement. Your main fleets only need to go home if there is a real threat!
I would rather not turn all into core worlds. I do not have a fix ruleset to turn colonies into cores but here are some general ideas: - Existing core worlds might have high multipliers -> a loss of let's say 30% by decay may be worth it - Core worlds generate control. You want to spam free colony ships every five turns - Core worlds generate pops for colony ships, constructors and transports. Fewer pops = faster growth -> more cores = more new pops -
Balance: - Hit points increase on level up / focus fire: target priority is based on ship roles and then lowest hp first. Ships gain more hp by level up. I explain the problem by an example: we got four escort ships of the same type, lowest hp in fleet. All four get focused (some randomness but that is ok). Now two of them level up and get more hp. Only two ships share the enemy fire instead of four. So we get a disadvantage by level ups. Bugs: - Range 3 missile bug: shot
[quote]Why can't we use arrow keys to move the map?[/quote] IMHO WASD + Tab is key but if you do not like it you can change it under options -> input. [quote]Visibility of combat against us is poor. Ships vanish with minimal feedback[/quote] Devs are working on a system called After Action Reports. Results of my own test session: - I got a lot of special improvements. Upgrade research and manufacturing feels a little bit boring. I think it would be a
I am 31 turns into my first game and so far I like 0.65 - not all but most. Major ideas (nothing 0.65 related, could be feedback to a previous version as well): - Icon zooms: It would be really great to have two values for each obstacle to define a range. Players could set the additional low value to make icons appear at lower zoom levels. For example: I would like to see the icons for ships, relics, anomalies etc. much earlier. - Loading ships: sort options for citizens
- You got my meaning. I would rather like to build more than one upgrade if I got enough nanobots. - Are minor civilizations invadable? I have done their quest already. I cannot attack them and in the dialogue I can only change the reward. If they are not: I suggest to add an information to their tooltip. I already got two very powerful military stations next to their doorstep ... :D - Free trade does not apply +25% to trade
I got an idea and I like it a lot. You may win a lot more place to show ships of the selected fleet if you would hide the command bar (bottom center) while a ship is selected. You could show ships all to the next action button. I imagine ship icons that get their size doubled including visible icons for ship upgrades and attack, def and hp values! This could be a great help (new upgrades, regroup fleets). Btw - I took a quick glance at 0.65: Looks good! :)
Penultipox: I rushed the wonder. Nothing happened (next turns neither). Galactic Achievements that put you in war against everybody. I would like if those events were changed to: all others declare war against the player and allies. Think about traders ;) Edit: I am continueing my 0.60 game to see more of the late game. 0.65 late game would be better, but... ;)
A rough guess: 1-7 days for the test version and 1 - 3 weeks more for the "stable" branch.
Colony upgrades: it feels unsatisfying to be blocked to build a second colony upgrade after the first one Fleet sort by attack: UI constantly forgets the sort setting
Will AAR be part of 0.65 or will 0.65 still be alpha?
[quote quoting="post"] Fixed Tourism. [/quote] [e digicons]:thumbsup:[/e]
I second your opinion. One thing that can be a big difference at higher zoom levels (credits to caboose_corsair): Options -> Interface: - Dead Planet Icon Zoom around 15 (you filter them out at higher zoom levels) - All other zooms to maximum (100 or 70)