Gilmoy

Gilmoy

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

Yow. I'm about 7 years behind the C++ standard, with autos and stuff. Might clean up some of my old code :D Do function delegates work now? e.g. to put a class member function directly into a map ? The problem used to be that you could not define the type of the most-general pointer-to-member, because different classes are distinct scopes, and there's no common pointer-to-member-function type that works across 2+ disjoint classes.&nbsp

34 Replies 176,971 Views

You don't use C++ template meta-programming to encode behaviors as template base classes, and then compose them at compile-time as a list of behaviors? That's just about the most beautiful (and insanely powerful) usage of C++. It's the one thing C++ can do that Java/C# can't. The interface programming is promising. Does this mean you'll eventually allow pluggable modules, say from 3rd-party developers, as long as they adhere to your published inte

34 Replies 176,971 Views

Known problem (since Alpha 0.31!). Probably it's the same as the free rush-buy from the shipyard Quick Build pop-up window. You can abuse it as much as you like if it helps you to test other things (e.g. ship combats in Beta 4 :)) This is Beta with the debug console, so you could just pop open the console window and type in a million bc for yourself to achieve the same effect. For Beta testing, it's all good.

2 Replies 3,064 Views

[quote who=" iboto1 "] 1. ... text doesn't fit properly ... 2. [Influence] ... steal five planets ... and take *no* diplomatic penalty whatsoever. 3. The age system seems a bit contrived. ... It seems somewhat arbitrary. Perhaps some level of interdependencies between techs ... 4. Can we please

15 Replies 6,272 Views

[quote quoting="post"]Well, yesterday I finally bought it and played a game.[/quote] Glad you could join us! We've been here for about six months. [quote quoting="post"]I have probably been spoiled by some other games* that pretty much did every aspect of GalCiv III better ...[/quote] Pretty much every (valid) complaint you've raised here has already been stated in these Forums in greater depth and detail by other t

37 Replies 206,017 Views

[quote who="Soronarr" reply="13" id="3515782"] 1. There are plenty of games that did research better. 2. In GCII the battles didn't even look interesting and so far GCIII looks exactly the same. 3. Since when are deep civ[ili]zation/strategic layer and a great tactical layer mutually exclusive? 4. Which is why every warship, airplane or tank in the world looks the same? Oh, they don't! [e digicons]B)[/e] [/quote] 1. Welcome to Stardock&#3

37 Replies 206,017 Views

Whenever a game gives me choices with replay value, I eventually challenge/amuse myself by exploring the lower bound of wimpiness, roughly: How weak can I be and still win? This takes various forms, depending on the game genre. eCCG. There are power cards, uber-strategies, dominant decks. I go the other way: I like to assemble C/U decks of crap commons & uncommons, 2-3 ultra-crap rares, and no very rares, take on t

44 Replies 112,881 Views

Actually, this has nothing to do with rally points. You could move the short-range ship directly there at any time. (So rally points follow a very simple rule: "anywhere your ship could go".) The game rule is: You can always click (to set a ship's destination) within your own ZOC. Any ship, regardless of range, can go to anywhere in your (disjoint) ZOCs. They can cross any void to do it (but you're at the mercy of the path generator). You lose fin

3 Replies 1,674 Views

A game is an app. Any app has a reasonably fixed memory demand. Games tend to dominate your UI (mouse, screen) and attention, so you can't realistically run multiple games at a time (or even a game + anything else productive). In research or some work environments, you can tackle (or be stiff-armed by) problems that just scale up without bound. (You can twist this into a good thing; it lets you justify serious hardware for, um, your work. Yup yup.) <ul

43 Replies 63,644 Views

[quote quoting="post"] 1. ... ships, fleets and starbases don[']t have any personality. They are just stats and numbers. I want them to evolve into the champions and heroes that inspire hope and fear into the universe. 2. 1. Will ships level with experience? How much will this experience affect combat. 2.2. Will there be a way to auto name ships. [/quote] 1.&

9 Replies 4,066 Views

Hehe. I already do that with Excel formulas. Haven't even needed to open the Excel VBA Editor. I plug in my remaining (social bc, military bc) for 1 planet (N.B. assuming 15 bc/mp), and it computes two sets of numbers (to arbitrary precision, but I clip it at 4 digits): mp and slider% to minimize social mp and slider% to minimize military These are always within +/- 1% slider setting of each other. Then I choose the one th

7 Replies 8,688 Views

[quote who="Gandhialf" reply="7" id="3514909"] Did you resolve two-units-in-one-square issue (the one caused by concurrency or something)? [/quote] I think he mentioned fixing this already (although it's buried near the end of a heated thread). From what I gather, the overstacking "bug" was actually a holdover from a previous game (which must have been an Elemental/FE?) as a deliberate (or serendipitous) kludge to counter/neuter a possible exploit by the player.&nb

13 Replies 9,693 Views

[quote who="Borg999" reply="3" id="3514853"] Has the SK disappearing castle bug been fixed? [/quote] It seems to be in the list, halfway down. [quote who="Frogboy"] Code Fixed bug that caused the Sorcerer King’s fortress to be turned in weird ways with the gate floating off. [/quote]

13 Replies 9,693 Views

Yes, you can have any number of heroes in 1 army. You're supposed to make a doom stack of all heroes ;) and fill the rest of the slots with riders The double Vardae is just a Beta 3 bug. Exploit it while you can, and save some screenshots for your Back In My Day, Son trophy wall.

1 Replies 1,294 Views

Hah -- I love the outright geekiness in this thread [e digicons]k1[/e] Most of your numbers are correct, but I'm sure weaponry has kept pace with the tech. Probably every beam/cannon weapon also exploits its own distortion field to eliminate the Newtonian space, or some similar handwaving argument to make Stardock's abstractions work. Hexes scale linearly in ship components, and So Shall It Be . We suspend our disbelief. I'll note

81 Replies 43,590 Views

Well, every ship takes a fixed number of mps (manufacturing points) to create, based on its hull and components. Each planet can assign its population every turn to 4 separate endeavors: wealth (bc) research (rp) manufacturing/social (mps on the ground = planet hex improvements) manufacturing/military (mps to this planet's assigned shipyard = ship building) So the ship cost in mps, divided by how high you've set your #

7 Replies 8,688 Views

1. From your 1st sceenshot, it looks like Pioneering is indeed the tree item selected (with the left/right glow). The solid fill on Benevolence means you've already unlocked it. 2. Planetary Approval requires Goods & Services > Population. Earth starts with 8.0 pop and 8.0 G&S, so after a few turns its approval will start dropping. To fix that, you must research and build Entertainment items in the Governance tech tree. Hospital incre

3 Replies 825 Views

Also, I think Paul's vision of a typical GC3 game is: All races colonize all nearby planets. All players' ZOCs grow until they merge into Voronoi ridges. All players assemble ginormous fleets with different roles, capabilities, augments, etc. Fleets fight and die so often that a smart player can evolve his fleet compositions over time to react to his opponent's compositions. Somebody wins. Paul

26 Replies 73,766 Views

Asymmetric starts are just an intrinsic feature of 4X-like games. I don't know of any mechanism that balances it well. If it really matters, enforce identical home systems, or identical 30-hex-radius regional templates. But that gets boring, too, in other ways. I think there are two separate issues here, which we should take care not to entangle. New colonies are too self-sufficient. This may encourage spamming (by not punishing it). <l

26 Replies 73,766 Views

No, shutting down an idle shipyard is free; there is no cost. You can click its Resume button in the same turn you give it a new build queue, and it'll restart without loss. If the shipyard already has a ship partially done, I think Shutdown just suspends work on that ship, and it'll remain partially built forever, until you Resume. (Alternatively, you can unanchor the shipyard and move it around, with the same effect: you lose no partial work, and after you re-anc

4 Replies 12,522 Views