I've noticed the same thing happening to me. It happened in 3A too.
Machina
"3) What's the purpose of the multiple governors? Can I assign ones to individual sectors/planets?" Yes. I agree with #2. It'd be nice if there were some sort of macromanagment tool for starbase building.
Haven't had a crash yet. Maybe I'm just lucky. Galciv has always been remarkably stable for a beta, at least since I got it.
I just recently finished a GalCiv game in a gigantic galaxy. I was trying for a cultural victory, but I couldn't get any enemy planets to join my empire through culture. I controlled most of the galaxy (through culture), and the Yor in particular only had one sector of their own, while they had many planets all over the galaxy. In some sectors I had 10-30 times the AI's culture, and the morale on all AI planets was 1 (overpowered destabalization). I got planets to join me in beta 3, but I haven'
There is no demo presently available.
The UI is fine. It's at least good enough that I can't remember having any problems with figuring it out when I first started playing. It all seems pretty intuitive and easy to figure out. About the tutorial thing: I never use them. Most people I know never use them. They're too slow and boring for me. When I get a game, I usually dive right in. I don't usually sit down and read the manual before hand (except the backstory). I keep the manual by the computer while playing, and use it wh
The infinite movement bug has been taken care of, but you can still give a ship infinite attacks. It only seems to work after you've moved all your ships, but then you can click on a ship that's in autopilot and tell it to attack anybody it's in contact with, even if it has no movement.
It looks like they skipped all the 'theory' techs that were just added in 3A.
3A looks good so far. I noticed one semi-serious bug, though. I'm playing on a gigantic map, all AI's set to genius level. The Drengin AI never seemed to do anything. They didn't build any improvements. They only colonized one planet (which I assume was done with the starting ship) and the only ships they had were the survey ship and a scout (which they probably got from an anomoly) so it looks like they didn't build any ships either. They did move their survey ship around collecting an
Basic Environment control appears to be in 3a.
I've been having the same problem, even without EotU.
Sounds cool. It just keeps getting harder to stand the wait 'till beta 3.
"I have wondered, why doesn't the increase in max HP just increase the HP on all ships to match. On ships that currently are at max HP it should just increase the ship's HP to the new max." It makes sense the way it's done now, at least from an in-game perspective. The installation of the new armor isn't automatic, all the ships are stuck with the old armor (with whatever holes in it) while they gradually replace it with the new tri-strontium steel.
Sounds like you just built that one trade good that increases ship HP by 50% (can't remember the name right now). It only changes max hp, so it'll appear that all your ships have 33% damage.
I like the idea of having them randomly in a small percentage of games. Beta 3 sounds like it's going to be a pretty large jump from Beta 2.
MOO3 probably won't be too buggy. They've been pretty much content complete for over a month now, and they've only been doing game balancing and bug hunting since then. With still a few more weeks till gold, I'd be surprised if it had too many bugs. There'll probably be a few things with unusual system configurations, but that happens with every program. MOO3 is not the same as MOO2 anymore than MOO2 was to MOO1. I've played a pre-alpha version (if you can call it playing, it was pretty
MOO3 != MOO2. My bigest problem with SEIV is the micromanagment. It's great that you can do so much stuff, but it gets annoying once you realise that you have to do all of it to win. MOO3 is supposed to allow a lot of flexibility with what you can do, as does SEIV, and automate everything you don't want to do. AI is pretty poor in SEIV (although there are user-made fixes to that), but it was one of the things that they focused on in MOO3.
There's a typo in the file achievments.imp. I'd be surprised if they didn't have it already fixed in the internal build. You can fix it yourself in yours by opening up achievements.imp in the data folder with your favorite text editor, and changing the second instance of Economic Capitol to Politcal Capitol. I've already fixed mine, so I don't remember exactly where the change needed to be made, but it should be easy to figure out.
It's probably the soldiering anomaly that caused the 750 to 100. It's been nerfed for future versions, and shouldn't appear as often.
I assume you go with what you heard of it, since I'd be surprised if anyone here has played MOO3.
Keep the crews abstracted. I wouldn't mind seeing a starbase upgrade that gradually increased ship experience while the ships were in dock/in the sector, though.
A few people have complained that the limitless space aboard transport ships isn't realistic. It isn't, but there would be problems with just putting a limit on how many people can fit on the ship. If the limit's too high, it won't affect gameplay much except at high pop planet invasions. On the other hand, if it's too low, invading high pop planets will become very tedious. My suggestion is to say how many people are going to use the transport when you start building it. This would det
They fixed it so you can't win by trading tech for planets anymore. Game's not too difficult, I've been playing the AI on Genius lately. You just have to expand quickly in the early game.
I usually prefer something I can continue working on forever, so I'm in favor of infinite (or at least, a very large number of) upgrades. For balance, maybe you can give them diminishing returns until you reach a lower limit on how little you get per upgrade? Then the large number of possible upgrades won't upset game balance too much, while at the same time giving the player something to work on when they're not at war with anybody.
That protection of minor races thing could come up as a UP issue. "To protect the minor races, we agree to declare war on any agressive member of the UP who threatens the security of these races." Or something like that. Anyone who attacks a minor gets a bunch of war declarations from other UP members if this goes through. You could put in a similar issue about Genocide (elimination of last empire's planet through military force).