[quote who="mormegil" reply="16" id="3632116"] My opinion on the stacking bonus is that that it is fun, it’s fun to try and get the most out of your planets... In GC2, and early GC3, we had a cost per starbase that rose with each starbase built. I always found this annoying since it was arbitrary. Sadly this was probably a bad call on my part. But I do not want to simply bring back that system. I hope we can address these issues by just better balancing of the bonus, placem
Go4Celerity
[quote who="pshaw" reply="18" id="3630419"] Quoting Go4Celerity, reply 16 A system where linier sensor range equaled the square root of sensor power rounded up might have been easier to grasp than counting in sixes like a Sumerian. It result is similar to inverse of range, but we'll work to make it mo
A system where linier sensor range equaled the square root of sensor power rounded up might have been easier to grasp than counting in sixes like a Sumerian.
@joeball123: Excellent post. As with most changes to Gal Civ 3, this may have been overdone. An argument for sensor stacking a year ago offered the stacked antenna arrays NASA and observatories used as an example. I retorted by explaining how the inverse square relationship between distance and the intensity of light waves made their argument moot. A 120 antenna array does not give you 120 times the resolution. The suggested remedy was somewhat less str
[quote who="adamb1011" reply="2" id="3630186"] Is there patch notes anywhere? [/quote] On the Steam forums: http://steamcommunity.com/app/226860/discussions/1/392184522706494896/
Hurray!!! Hurray!!! Hurray!!! Diminishing Returns are here!!! I've always wanted this change. I've argued for it since Beta. It was Impossible to mod into the game and had to come from Stardock
Skipped to the end of this thread and may have missed something, but 1.7 is supposed to be fully compatible with old saves- you shouldn't have to restart your marathon games.
I really didn't think 3-5 were possible... at least within the scope of what can be modded. I still like the vision and will do what I can.
I haven't tried it. I have had a burning desire to make a mod that includes altering ship roles significantly. Never made a mod before. I intend to get to it after my most of my MTGO cards rotate out of the standard format mid-April. (I intend to get the most fun I can out of my $800 dollar investment with Wizards of the Coast while I can; they'll never see another dime from me.) The mod I envision has five parts: 1)
[quote who="Surge72" reply="9" id="3628485"] The mass shouldn't increase with more of the same module. The speed added per module should go down. You know, diminishing returns and all that good stuff. [/quote] I wish, but some reigning in is better that none. Announced in stream that sensors ARE going to be changed. That's the bigger part of the relief.
[quote who="neilkaz" reply="15" id="3628331"] I'll close in again stressing that we also need far MORE hotkeys. The only one that I am aware of is B to build a starbase. [/quote] Y = build shipyard No one seems to mention this. Was it missed? [quote who="Philocthetes" reply="19" id="3628559"] ... and C should center the map on the Current Object. [/quote] Certainly. And in both previous releases it did. &n
[quote quoting="post"] 6. Bigger ask: I play a custom race with coercion. I am constantly clicking and setting the sliders on my planet govern screen, then going to look at the shipyard assosciated with it. Basically trying to min/max my production of the planet item im building and the shipyard. In the planet govern screen, it would be a super big help to be able to see on that screen how many turns the item I'm building has left, and how many turns the
I'm glad he said that sensors are going to be reworked so that the stat provides a volume of coverage rather than a linear range. This ^^^, was my #1 gripe about Gal Civ 3. Also glad the mass element was added to ship components. Ship sorting options are great as well. Just wish the lists were compacted instead of expanded by default and that they didn't reset upon exiting the screen. It's a vast improvement, but still too ma
According to the stream it orders from the closest sponsor. No idea if it factors build times into availability as well.
[quote quoting="post"]( because of that i set farmer to -2 and fertility too) [/quote] Hmm... So shouldn't the Fertility penalty/ bonus effect the Assembly Project to avoid having this exploit available in race creation?
Roadmap on the Steam forums is updated with 1.8 and 1.9. Quoting Draginol: Version 1.8: The BIG UI update [Spring 2016] | DLC 5: Legends Version 1.9: The mega mod update [Summer 2016] | DLC 6: The Workshop Was changed April 11th to: Version 1.71: Player feedback based [Spring 2016] | DLC 5: Ship Parts Version 1.8: Player feedback based [Summer 2016] | DLC 6: The Workshop
The .xmls for tactical drives do not list a bonus to jamming (aka evasion). They list bonuses to tactical speed and acceleration. However, one or both of those stats may directly effect evasion chance. I've read a post where someone claimed this was true. It's easy to test. Evasion is visible in the battle viewer. Send otherwise identical ships with and without tactical drives into a battle and see what the tooltip tells you. BTW, tactical
[quote who="Gaunathor" reply="51" id="3623162"] You mean this ? Quoting Frogboy, reply 23 In GalCiv II, the components had a fixed and a % space cost. This ensured you couldn't put on 50 engines and 80 sensors because an engine
[quote who="ManiiNames" reply="1" id="3621725"] Brad is definitely in favor of diminishing returns. [/quote] I don't think it's right to assert the CEO of Stardock's opinions for him without offering a reference. Nor any dev's for that matter. Do you have a reference?
Pushing spending to the edge of the wheel adds activates coercion. The farther towards the edge, the greater the coercion penalty. The coercion penalty negatively impacts Raw production and moral. Moral, if too low, can further penalize raw production among other things. Raw production is the base from which your wealth/ manufacturing/ and research allocations come before modifiers (improvements, racial traits, etc.). The wheel allocates your Raw Production
[quote who="stevezar" reply="5" id="3621781"] I am curious what the arguments are for the opposing view. I cant think of a single good argument. Hell I cant even think of a BAD argument! [/quote] I was arguing for diminishing returns in beta. The opposing arguments were many, loud, and full of vitriol. "Freedom!", "Its a sandbox. You play your way- I'll play my way. There is no problem so leave it alone.", and "Shut Up! Quit tryi
I've had default ships with incorrectly assigned roles before. My vanilla Dregin frigates were support ships. Did you check?
Sure you don't have your corvette's ship role set to "Support"? That would explain their behavior.
Thank You. These mods are interesting to me.
[quote who="Mystikmind" reply="6" id="3619887"] Update: Incidentally, i never finished any of my games yet - either the game does not develop in a way that is interesting and i quit, or when it is interesting i end up getting too powerful compared to the AI and then its no longer interesting and i quit. [/quote] Thought I'd mark that with a hi-liter so the sc