Gilmoy

Gilmoy

Joined Member # 3951432
3 Posts 44 Replies 12,180 Reputation

See, this is why we must find bugs, exploit them ruthlessly, take snapshots, and post them on the web before they all get fixed [e digicons]:bebi:[/e] The highest badge of honor for any Alpha / Beta tester is to say: They fixed this bug because of me -- ima gonna teleport some civs before I upgrade to 0.41

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6. Missionary Center does not give +1 Benevolent point per turn Apparently not implemented. 7. "Destroying" a not-yet-built Missionary Center prevents rebuilding it This could be endemic to all one-per-planet items. If you enqueue a Missionary Center, but remove it from the queue before any construction is

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So I actually reached 16 colonies = (160 - 50 bug = 110)/0/0 on T122, unlocked Empathy, and built Missionary Centers. 5. Breakthrough gives ~300 rp, and deducts 125 Benevolent points Benevolent tier 3 Breakthrough also suffers from the Mindfulness deduction-bug. If you take tier 3 Empathy first, at a cost of 107 = 16 colonies (i.e. you have 110/0/0, after the Mindfulness -50 point bug), then this raises

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2. Don't waste excess Better UI for technology points from Ideology awards. Or, more generally : Add a tech queue, and make all queues lossless. Anecdote / case study (yah, this actually happened just now): I play all-Benevolent. On T122, I colonize my 16th planet to reach (160 - 50 bug = 110)/0/0 Ideology. I unlo

1 Replies 2,265 Views

Odds and ends from my "Bene Deux" game. 1. (UI request) Planet Manage screen displays each axis's total bonus in header bar When I micromanage a planet, the most common action is to reassign excess production , i.e. from the main axis (one with highest +% bonus) to the secondary axis (2nd highest bonus). But I can't tell the secondary from the tertiary without hovering. A forgewo

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4. (Roundoff error) Finish colonizer from afar to "teleport" civilians for free Screenshots to follow (when I set it up again). Outline: This seems to be a cascade of several inconsistencies in shipyard management. But it works. A shipyard can have 1+ sponsors, at any distance. A sponsor at range 6 hexes or closer delivers full mps (zero penalty). A sponsor at range 7+ hexes

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3. (UI bug) You can select and Upgrade enemy ships (but all choices are blanked out). On T118, I snooped Drengin's fleet of 4, selected a Drengin ship, and saw that the Upgrade button enables. If a ship suddenly "loses" (ahem) a

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2. (UI bug) Planet bar's Approval of "100%" can be a false positive for Approval bonus tier of +40%. Nomenclature: The Planet bar is in the lower left corner. The Planets list is the right edge column. Approval bonus tier +50% occurs at Approval 100%. For this tier, both Planet bar and Planets list show ":) 100%". Approval bonus tier +40% occurs at Approval [95,99]%, where the square

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3 turns later, in turn 81, my 6th colony (= 7th world) also gets the bonus, and my Benevolent points crawl back up to 10/0/0. In fact, I've noticed no further disruption: it's simply a penalty of 50 points. Silly continuation: When you hit

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Surely these gamebreakers are already known (to the dev team) ... but they're still fun to elucidate (and archive). When we whisper legends of the abuses we could exploit in Beta ... it's threads like this [e digicons]:ninja:[/e] 0. Reference: "Bene Deux" Terran, (all-)Benevolent. Large galaxy. I don't

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My 3 AIs are "Godlike" (highest setting). They kicked my butt in Power for about 80 turns, 2x to 3x ahead of me. I'm catching up. Around turn 90, I finally surpassed Altarian and Iridium. Drengin's lead over me has shrunk from ~3x to ~1.6x. GC2 "Genius" setting consisted of +100% economy (compared to the human player), and all AI algorithms. I don't know what GC3 "Godlike" entails, but it feels similar. <img src="http://cloud-4.steam

6 Replies 36,614 Views

BTW, here's my Steam methodology for images. I dunno if this workflow is ideal; feedback welcome. Within game, press F12 to click a snapshot. This saves to your local disk. From Steam, the Snapshot Uploader opens. Click "Show on Disk" to open Windows Explorer to your magic folder. Copy the .jpgs. They have names of the form "yyyy-mm-dd-xxxxx.jpg", where xxxxx is a positive integer from 1 to N . Edit them in any image

6 Replies 36,614 Views

My early experiments (in Alpha 0.31) was that: 4 mp buys 1 Research Project / Economic Stimulus, no limit on the number you can buy per turn Birthing Subsidies could be 4 mp also ... but maybe it's more, like 10 mp. +25% growth is a way bigger jackpot than +1 rp or +1 bc. Festival I dunno. I never tested it, and I don't understand cultural influence math anyways. I think partial projects do accumulate.

6 Replies 8,582 Views

From the dev streams in late July/early Aug, they plan to add random non-colonization events that invoke ideological choices (e.g. survey events?). So just work around the lack of planets for now. (i.e. make galaxies with many worlds, or test other stuff) Other ideology bugs/inconsistencies: 1. Ideological points get reset to 0 I'm playing an all-Benevolent game, i.e. I always take the Benevolent colonization events. So my ideology po

13 Replies 5,311 Views

[quote quoting="post"] Economic Ring is having no effect on planets. [/quote] Actually, it does give the +10%. The bug is a deeper Beta UI flaw: 1. "+x% Production" modifiers are not displayed anywhere. 2. "Raw Research" and "Raw Wealth" tooltip scores are not really "raw", they already include all of your "+x% Production" bonuses. "+x% Production", e.g. from approval bonus, Economic Ring, and c

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At some point (which you can easily calculate w/algebra), it's not "worth it" to chase the 50% bonus. You could increase your total mp/rp output by dropping down to a lower bonus tier (but you do lose the difference in growth bonuses). Flipping that around, you could "pay" a fraction of your max possible mp/rp for the less-tangible benefits of growth and some bc. Example: Suppose you split mp/rp equally, i.e. you slide along the x=0 axis (vertical centerline) of the wh

8 Replies 26,454 Views

Some experiments and number-geeking reveals that production multiplies all 3 axes , but for next turn. Beta UI flaw: this is not shown in any tooltip list, and it happens before it computes the "raw research/wealth" tooltip scores. So your "raw research" is really your pop * [research axis %] * (1 + previous turn's approval production bonus) Proof sketch 1: Just add up all of your "raw" weights.&n

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A1. Planet production Each planet has base population (bp), in billions. The wheel assigns pop to 3 axes: manuf (mp). This is further splittable (by the slider bar) into your planetside build queue vs. your planet's shipyard build queue. (Corollary: if you have no shipyard, or it's unanchored while you move it around, slide max left and build planet tiles.) research (rp). This just pays toward your current Tech project. I

12 Replies 167,297 Views

- Starbase effect shortened from 6 hexes to 5 hexes - No Economic Ring - Militarization/Planetary Defenses no longer gives +50% research (dang! my Alpha strategy down the tubes :)) - Factory and Research tiles slightly cheaper - Planetary builds panel no longer has an "Old" tab -- now your Basic Factory and Xeno Factory are in the same flat list (boo!) - "Starport" => "Shipyard", with build queue - Terrans start with fewer techs - per

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Typical start: - Set homeworld's prod slider to 100% planetside = 0% shipyard. You don't build ships early anyways. - Choose planet tiles to maximize tile and adjacency bonuses. Homeworld probably concentrates on mp and rp. Wealth I think you can defer to a colony planet later on. (But Beta might monkey-wrench all that.) - I think you always have a class-4 colonizable planet within range. (For Terrans, it's Mars.) Decide

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