ZOCs popping in the morning [e digicons]:star:[/e]
Gilmoy
Both correct, but different issues. [Toxidyne] If you use a multiple-ctor to issue the Construct Starbase command from the pop-up menu, then it vanishes and builds a vanilla starbase with 0 construction points. The "extra" k -1 ctor modules are simply lost. Known Alpha/Beta-1 bug, already scheduled to be fixed (or changed). Maybe it's already in Beta 2. [RSharaE] If you move a constructor into an
Cute: Cheep Constructor! cheep, cheep Undo button for starbase modules [e digicons]:w00t:[/e] Pop-up: "Choose it's home world" ==> its Diplomacy: The "It is time to go to war" button seems too easy to select. Maybe tile the buttons horizontally? Then again ... maybe it is a good thing that wars are easy to st
Space Empires 3, 4, 5 have exactly this. There are 3 resources: mineral, food, radioactives. Planets (and minable asteroids) provide variable quantities of each. Buildables cost various amounts of each. Normal races "spend" 95%+ mineral, but oddball races can tweak their ratios, e.g. races that have Organic components might spend 90%+ food instead. It doesn't really change much. You still colonize everything you can, fill all bins as efficiently as yo
Food is max pop. 40 food = 40 bp max. There are no other factors.
I already took Empathy! I took Breakthrough because I had to [e digicons]:bebi:[/e] can't exit the Ideology tar pit without unlocking something
Beta 1 ignores ship defenses . Known bug, fixed (we hopes!) in Beta 2 (later this week, oh plz) In each tactical round, each ship shoots its entire firepower at 1 enemy target. Excess firepower beyond the target's hp is wasted. How many enemy ships were in each fleet? How many hp did they have? How many hp do your ships have (each)? It sounds like your ships are mediums(?). Who survived?
Mmm. My notes span many pages now. Handwritten hardcopy actually persists into the Age of Tablets ... I have entered the Age of War on: turn 101 in my Technological Capital game (Terran) turn 087 in my 1st Benevolent game (Terran) turn 108* in my 1st Influence Gambit game (Altarian) I actually entered it during turn 108, because I colonized a planet manual
Physical boardgames have this problem, too. Most impose a stacking limit of counters in every hex. Cardboard counters are opaque. So ... you can't easily add up how many combat factors are in a hex. You can't sweep your gaze across the board and see it in terms of a histogram of summed combat factors. You can't even keep track of your own units. The physical solution is: long tweezers, and a great deal of fine
Briefly: try breadth-first (and see how it goes). We know that GC3 implements tech cost creep , which increases tech costs in rp per level as you gain techs. We don't know the equation for the cost creep function. But I think it's pretty intense, in the ballpark of 4x or 5x rp cost per tech by the time you reach Age of War. I have an annotated screenshot posted on my Steam wall that shows a 25% tech level award from s
Consider the various GC3 win-conditions. Conquest. Your ships beat everybody else's ships. Your mobile pop (troops) beat their immobile pop (civs). This probably requires a larger production base. Having more planets is probably necessary. Hence the mainline strategy is: get planets, build them up, amass fleets, fight, invade. Cultural. Own 75%+ of the galaxy within your ZOCs, and not be at war
Exponential pop growth (which is what you get if it's proportional to current pop) is a fine idea. However, it does interact with Alpha/Beta 1's pop-dependent production. Stardock already plans to tweak the production pipeline to de-emphasize raw population, so they may also rethink pop growth. The nigh-empty colonizer rush seems to be a perfectly good gambit. You seize planets early, as a pure space grab. As you note, it takes
Actually, the OS can be 64-bit because the CPU (Pentium or AMD equivalent) supports 64-bit mode. That means a Pentium internally has 64-bit registers (usually by combining two 32-bit registers, i.e. you have half as many of them available to use), 64-bit datapaths, and its ALU can execute 64-bit operations. Its floating-point unit probably goes up to 128 bit. Chip vendors like Intel and AMD are relatively free to add these features whenever they please, so long as they also
How many AIs are still alive? [e digicons]:waaaa:[/e] In fact, that could be the weekly update bump: a 2-digit number, which decreases monotonically. ... it is two digits by now, right?
IMHO, tactical combat is not a good fit for GC3 because the ship designer is (already) too abstract. GC* has made the game-design -level commitment to float high above the tactical level. placement of components has no tactical effect components are never damaged hull shapes have no effect -- hence ship design is free to be artistic -- and that's always been GC*'s hallmark
I think the Diplomacy branch should have zinger techs that you must research, which entitles you to be the first empire to drop a Hackneyed Zinger in your next diplomatic interaction. Zingers have mild diplomatic bonus effect. Then we'd race [e digicons]:blush:[/e] . And zingers are galaxy-wide wonders, so nobody could zing you back with the same phrase in the same game. That'd cut down on overuse of zingers ...
Somewhere in my garage (I hope!!) is a trove of all of my boardgames, including ... Avalon Hill's reprint of Metagaming's Stellar Conquest . I recall that it had a similar late-game issue of "populated" Factories vs. Robotic Factories. Some snooping unearthed the AH rules as a scanned PDF (buried near bottom of thread page 1). Re-reading the rules shows jus
[quote who="RSharaE" reply="15" id="3494722"] ... female gamers (ladies who play 4X, AA, mmo's, rpgs), make up ~47% of gamers. [/quote] I know it is true because ... they talk trash as they beat me [e digicons]:pout:[/e]
Kooky ideas, based on WWII tech (and a tiny bit of SE3). drop tank , one-shot range extension. They give +range (maybe +6 in GC3) , but -agility while equipped. You drain them as dry as you can, then drop them before combat. This effectively gives you +range for "zero" cost ... ... except that constantly discarding a squadron's-worth of tanks every sortie gradually costs you in lost tanks and wasted fuel.&nbs
There will be fleshlings well into the 24th century. It's just a chip's way of making more chips [e digicons]:cylon:[/e]
Beta 1 mining is a placeholder [e digicons]:grin:[/e] Starbase Manage screen is only ~1/3 complete. Many extensions are already in the queue. They could completely change mining equations in unforeseen ways. Making it add to empire-wide unbounded counters (and changing components to per-turn upkeeps, or per-build raw materials) would suffice. Ship combat is a placeholder, too. So augments are not worth griping about
My Alienware M17X R2, with 2 x ATI Radeon 5780, has its own opinion of GC3 thru 0.42B-09.15.383077. Frame rate is fine; no problems. Main Menu and Load: GPU fans spin down to quiet(er) mode. Game, first 0.5-2 minutes or so: GPU remains quiet. Thereafter: both GPU fans spin up to max, and stay that way until the next Main Menu (they spin down) , or Exit. After Exit, Windows Hibernate, the fans spin loudly for ~30 seconds, which for
[quote who="Vidszhite" reply="58" id="3493952"] Don't take this personally, but one of the most annoying things I hated about GalCiv2 was the way conquests were handled. ... genocide and conquest were one and the same ... Conversely, in the original Endless Space ... i n the aftermath of a conquest, you had to deal with massive unhappiness, bu
As a CS/AI guy, I'm skeptical. Data mining data points isn't that powerful. Data mining strategies and intents (which you could maybe define as associations in time) is beyond corporate supercomputers. The union of { Amazon, Walmart, Netflix, eBay } "AI"s together can't even data-mine your shopping behavior. The entire industry of network security can't begin to data-mine hackers'
A new update got queued tonight! It still says "Ver 0.42". Steam BuildID increases from 380025 to 383077 . WinDiff shows zero changes in Game/Data/. What's in it?