[quote who="raelalt" reply="36" id="3514234"] I don't think of it as complaining about balance, so much as pointing out places where balance can be improved. Isn't that the point of beta testing? Pointing out inconsistencies before going to production? [/quote] Yes and no. Even during a Beta test, devs have different modes of time-crunch. (This list is not complete; it's just a sampling.) Major features mode.</strong
Gilmoy
Yes, it is counterintuitive in space games that a motionless ship consumes no supply. But supply and range are game abstractions to eliminate vast amounts of micro. For game-play purposes, any reasonable abstraction is tolerable, and we'll adapt intelligently to abuse its abusable parts [e digicons]:grin:[/e] SE*: Supply is a per-ship quantity. Engines have moderate supply capacity. Supply components have large capacity. Solar panels generate
You can find a Durantium and an Elerium within single starbase effect. I'm doing it now. A Large map with default settings should have 1-3 places where this is possible. My best single mining starbase had a Durantium, an Elerium, and two Antimatter, and with the +2 hex range increase I would have gotten a 2nd Durantium. Yes, it does placidly mine all 4 every turn, with 4 wavy lines on the map.
[quote who="tid242" reply="4" id="3513957"]That's because you probably fell asleep fool! [/quote] I did that once in Visual Studio 2005's code editor. I noticed what appeared to be 10 blank lines in my C++ source file. So I highlighted them to delete them ... and found that it was actually one very long line that the editor auto-wraps around at every ~2,048 characters. Hence, that was one line of about 21k space chars ' '. 
I'm sure the Combat Revamp will "fix" starbases. Remember that planetary invasions are skewed in the attacker's favor by equally Betanic amounts. It's just a placeholder. Real-life story (which reads like fiction, but I'm sure you can Google the details): First, the obviously true factoids. In WW2, combat plane design was still somewhat naive, and the debate raged over arming your slow 4-engine bombers with defensive gun turrets (vs. ma
Besides ... some of us are excited by Excel spreadsheets [e digicons]:thumbsup:[/e]
I disagree; I already took that into account. The conversion ratio of 1.0 mp to 15.0 bc rush cost has been constant for all planets, since Alpha 0.31. It's distinct from +production% bonus or +mp/rp/bc% bonus, so it ignores adjacency, planet special, colonization event, Approval, or anything else. It's a hard-coded constant in the underlying Economy 201 pipeline. Until now. Which is why it stands out. I think you're confusing
Well, the current AI is a placeholder, pretty much unchanged from Alpha 0.31. The real AI is under development, in parallel with Combat Viewer. For now, beating up on the placeholder AI is sufficient for you to test the game mechanisms , e.g. research, build-ups, ship movement, invasions, trade routes, etc. So it's doing its job (for this stage of Beta). It takes great skill to lose Earth to this AI!
Steam shows total game time per game you own, without subdividing it for each separate instance-of-game you've played. I've played 296 hours of GC3, but that's either one long game or 540 very short ones, I don't remember which ...
I considered that. But it does list an "Alien Cultural Trash -10%" entry in the manuf hover tab, which combines the Benevolent choice (-35% manuf) with the alleged Thin Atmosphere bonus (+25% manuf, +25% food). So it looks like I'm already getting the "bonus" in my manuf bonus list. Also, none of my other planets (with +mp% bonus planet specials) have violated the 15.0 bc/mp ratio. So these two planets are still behaving differently compared to e
Do the two lieutenants stand in the same hex? [e digicons]XD[/e]
See, micro-managing is useful [e digicons]:P[/e]
Ticket #LHY-526-89006. Normally, 1.0 mp = 15.0 bc of rush cost (for social and military queues). This is the conversion rate , which is independent of any bonus you get. Or -- is it? Terran, Large, 5 Godlike. Both planets are from the same game. 1. Peti I gives 18.75 bc/mp . Turn
Ticket #WBO-703-29181.
Micro is the micro-hell scale. Macro is the grand, sweeping policy-level decision scale. It follows that one macro-level decision can cause you to retool your entire production base, move your shipyards, commit to a tech path, and trundle your ships, all to fulfull one harmonious objective. Seen as a tree-of-orders superimposed over your empire, it might dominate and unify 80% of your units (planets, ships, starbases, tech-path). It may persist for 50-100 turns, until
[0.61] Bizarre production bug: 11.1 mp exactly produced 207 bc. Extracted to https://forums.galciv3.com/460244/page/1 .
[0.61] Ideology issue: [bug] Benevolent Breakthrough does not deduct 45 Benevolent points. [UI-flaw] When I complete a tech (normally), and unlock Breakthrough before visiting Technology, then I must loop back to Ideology to see my +300(?) rps update the research progress bar. In more detail: I finish a tech normally. Let #A = W4 Kinetic Weapons (for my railguns). At the next turn-start, my Missio
[quote quoting="post"] ... every 10 seconds to pick a new [tech] ...[/quote] [e digicons]:X[/e] egad ... [quote quoting="post"] ... the rest of [techs] grant bonuses that will make NO DIFFERENCE for the rest of the game: Plus or minus +10% never made a difference in a single battle, it won't get a unit out 1 turn earlier, and it won't push a single map tile into my control.[/quote] It does for me! I think we're on opposite ends of the
[quote quoting="post"] 1. I really don't get why I have to farm ingredients like metal and leather for armour. 2. ... the option to queue production [items] in cities. Is this really missing ...? [/quote] 1. What do you mean by "farm"? Basic leather/chain/plate armor requires only craft items that you recover as loot. They never require map resources in your ZOC. As of Beta 3, some new recipes have been added that give you the option</str
[0.61]. I skipped Beta 2 for real life, so Beta 3 is my return to actual gaming. Terran, large (all default settings), 5 Godlike. Colonizable planets are few, but not too bad. On turn 78, I have 6 colonies, which is just about a tolerable burden for my micro style. I still micro everything. Some habits I will never change [e digicons]:hrmph:[/e] I am playing my default growth/weenie style, not (yet) influence growth. Al
Fleet combat (including combat vs. starbases) is evidently still a placeholder. Don't worry about it. There are many other placeholders still in Beta 3. Off the top of my head: AI ships sit on rally points AI devalues trading UP resolutions -- some have scope too large Galactic events -- some never expire XML errors in buildable prerequisite paths Just test that the mechanisms exist
You mean like how ‘Destroy’ and ‘Upgrade’ are right next to each other? [e digicons]:grin:[/e] Me, I just attack the survey ship with my Lost Defender and click "OK" on the window it pops up [e digicons]}:)[/e]
Not a PDF, and not from Steam. Search through this forum for some previous threads.
4. Some typos . Spells: Eternal Supply : "logi s i t c s" (I think that's pronounced "sit-seize") TXT_SPELL_SUMMONASSASSINDOG : Not a typo, exactly ... just the greatest spell name ever [e digicons]:inlove:[/e] Skills (Peregan): Hunter & Gatherer : "on the planes " => plains
I've had planets with two Planetfalls! One for his lander, one for her lander [e digicons]:X[/e]