Ok, so I'll necropost a bit.
The game pace and economics are disserved by the addition of mines and farms.
Mines and metals severely limit the ships and units production in the early game, does not count in the mid-game, go through the roof in the late game.
The only way I could make the metals go ...
Search found 41 matches
- Sat May 28, 2016 5:49 pm
- Forum: Testing
- Topic: Not so first impressions
- Replies: 22
- Views: 33975
- Mon Jun 08, 2015 11:07 pm
- Forum: Archives
- Topic: Bug Report Archive
- Replies: 447
- Views: 1132010
Re: Report - Current Bugs and Issues
(Playing on dev r12738)
Shift-selecting more than 15 ships results in an error in ui\TacticalContext.cpp, line:967 (sent via game client).
This error is not ignorable in-battle, but is ignorable at the main map.
Trying to place the tenth race onto a colony results in a screen going black and the ...
Shift-selecting more than 15 ships results in an error in ui\TacticalContext.cpp, line:967 (sent via game client).
This error is not ignorable in-battle, but is ignorable at the main map.
Trying to place the tenth race onto a colony results in a screen going black and the ...
- Wed Jun 03, 2015 6:18 pm
- Forum: Testing
- Topic: Not so first impressions
- Replies: 22
- Views: 33975
Re: Not so first impressions
Verified on dev.
Well, that's much better!
Well, that's much better!
- Wed Jun 03, 2015 6:10 pm
- Forum: Testing
- Topic: Tactical combat
- Replies: 9
- Views: 16321
Re: Tactical combat
Multiple ship selection is a nice feature, it should be mentioned somewhere in game.
I personally think the dimensions of the battlefield are just right.
The battlefield should have the size for all combat mechanics to work and no more.
Horizon did the thing with the seamless battlefield (and you ...
I personally think the dimensions of the battlefield are just right.
The battlefield should have the size for all combat mechanics to work and no more.
Horizon did the thing with the seamless battlefield (and you ...
- Wed Jun 03, 2015 5:35 pm
- Forum: Testing
- Topic: Not so first impressions
- Replies: 22
- Views: 33975
Re: Not so first impressions
No, on stable there isn't:

Should I switch to dev?

Should I switch to dev?
- Wed Jun 03, 2015 5:29 pm
- Forum: Testing
- Topic: Not so first impressions
- Replies: 22
- Views: 33975
Re: Not so first impressions
Zoom-out now works magnificiently.
I've finally understood that mixing races brings you great benefits, up to 42 pop per planet.
I've learned how to min-max my planets.
I still yearn for the "fast animations" checkbox, but overall I'm very satisfied.
I've finally understood that mixing races brings you great benefits, up to 42 pop per planet.
I've learned how to min-max my planets.
I still yearn for the "fast animations" checkbox, but overall I'm very satisfied.
- Wed Jun 03, 2015 5:01 pm
- Forum: Testing
- Topic: A philosophical question about autobuild
- Replies: 11
- Views: 16857
Re: A philosophical question about autobuild
Sorry for the delay, had some work to do.
Either way, here's an updated version, with proper understaffed calculations and a "rush buy" checkbox - http://rghost.ru/download/7QR8nWJfx/ceb3d85681223588b8353ce585ca2b4dd0048444/SiSTest.zip
Rush buy indeed makes the optimal strategies even more ...
Either way, here's an updated version, with proper understaffed calculations and a "rush buy" checkbox - http://rghost.ru/download/7QR8nWJfx/ceb3d85681223588b8353ce585ca2b4dd0048444/SiSTest.zip
Rush buy indeed makes the optimal strategies even more ...
- Fri May 29, 2015 11:11 pm
- Forum: Testing
- Topic: A philosophical question about autobuild
- Replies: 11
- Views: 16857
Re: A philosophical question about autobuild
What you suggest is a kind of macro gouverneur system?
More or less.
If there is a handful of optimal build-orders, I believe it may be better to just embrace it, leaving the manual assignment available, but entirely optional.
Nice model! I think it makes sense that, assuming you're aiming for ...
More or less.
If there is a handful of optimal build-orders, I believe it may be better to just embrace it, leaving the manual assignment available, but entirely optional.
Nice model! I think it makes sense that, assuming you're aiming for ...
- Fri May 29, 2015 8:05 am
- Forum: Testing
- Topic: A philosophical question about autobuild
- Replies: 11
- Views: 16857
Re: A philosophical question about autobuild
As sending out an unsigned .exe is not exactly the best way to distribute a model, I've just uploaded the whole MSVS project with a built .exe in it (it doesn't matter, debug or release).
The link is in the top post.
The link is in the top post.
- Thu May 28, 2015 11:13 pm
- Forum: Testing
- Topic: Map Settings Screen
- Replies: 3
- Views: 8455
Re: Map Settings Screen
Very nice!
Though having five enemies max on a small map for me personally isn't enough, I ran a short game and it was indeed short and ended at 234th turn with a half of science tree still unopened.
Though having five enemies max on a small map for me personally isn't enough, I ran a short game and it was indeed short and ended at 234th turn with a half of science tree still unopened.
- Thu May 28, 2015 9:33 pm
- Forum: Testing
- Topic: A philosophical question about autobuild
- Replies: 11
- Views: 16857
Re: A phylosophical question about autobuild
Ok, well, so what I meant to say if I didn't derp the understaffed buildings calculation and didn't have to go home already.
It's a shame that a derped (used a limiting variable instead of the counter in the loop) model gave more lively results.
My model is somewhat flawed, because I didn't ...
It's a shame that a derped (used a limiting variable instead of the counter in the loop) model gave more lively results.
My model is somewhat flawed, because I didn't ...
- Thu May 28, 2015 7:09 pm
- Forum: Testing
- Topic: A philosophical question about autobuild
- Replies: 11
- Views: 16857
A philosophical question about autobuild
Right now the autobuild just picks up what's cheaper.
As if you build a factory, next factory's cost is up 75 production points and next lab's cost is up 50 pp and vice-versa for a lab built, this leads to factory->lab->factory->lab, etc.
The thing is, it's not terribly effecient.
It doesn't take ...
As if you build a factory, next factory's cost is up 75 production points and next lab's cost is up 50 pp and vice-versa for a lab built, this leads to factory->lab->factory->lab, etc.
The thing is, it's not terribly effecient.
It doesn't take ...
- Wed May 27, 2015 2:06 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3508156
Re: Suggest - Features and Improvements
Regarding tech.
It's nice it's intertwined and variable, it's not really transparent as it has to be represented in the form of a 3D tube to be readable somehow.
But simplifying prerequisites web to 2D-friendly does not play along with your stated vision to have a semi-dynamic tech tree.
What if:
1 ...
It's nice it's intertwined and variable, it's not really transparent as it has to be represented in the form of a 3D tube to be readable somehow.
But simplifying prerequisites web to 2D-friendly does not play along with your stated vision to have a semi-dynamic tech tree.
What if:
1 ...
- Mon May 25, 2015 10:16 am
- Forum: Testing
- Topic: First Impression
- Replies: 42
- Views: 95072
Re: First Impression
GalCiv3's ship design is at the same level of complexity as Endless Space's is.
You're limited only by mass, you have three attack types, three corresponding defense types, engines and some mechanics-specific things, like scan or flight ranges.
Everything else is eye-candy as where do you place ...
You're limited only by mass, you have three attack types, three corresponding defense types, engines and some mechanics-specific things, like scan or flight ranges.
Everything else is eye-candy as where do you place ...
- Sun May 24, 2015 9:13 pm
- Forum: Testing
- Topic: First Impression
- Replies: 42
- Views: 95072
Re: First Impression
I'm no UX expert and I definitely do not have the image of the completed game in mind.
However, production screen and ship design screen are completely different things.
Production screen needs to be streamlined as a player visits it really often, up to multiple times per turn.
1) After a planet ...
However, production screen and ship design screen are completely different things.
Production screen needs to be streamlined as a player visits it really often, up to multiple times per turn.
1) After a planet ...