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by faijeya
Sat May 28, 2016 5:49 pm
Forum: Testing
Topic: Not so first impressions
Replies: 22
Views: 10696

Re: Not so first impressions

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 d...
by faijeya
Mon Jun 08, 2015 11:07 pm
Forum: Archives
Topic: Bug Report Archive
Replies: 447
Views: 224872

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 err...
by faijeya
Wed Jun 03, 2015 6:18 pm
Forum: Testing
Topic: Not so first impressions
Replies: 22
Views: 10696

Re: Not so first impressions

Verified on dev.

Well, that's much better!
by faijeya
Wed Jun 03, 2015 6:10 pm
Forum: Testing
Topic: Tactical combat
Replies: 9
Views: 4994

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 co...
by faijeya
Wed Jun 03, 2015 5:35 pm
Forum: Testing
Topic: Not so first impressions
Replies: 22
Views: 10696

Re: Not so first impressions

No, on stable there isn't:

Image

Should I switch to dev?
by faijeya
Wed Jun 03, 2015 5:29 pm
Forum: Testing
Topic: Not so first impressions
Replies: 22
Views: 10696

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.
by faijeya
Wed Jun 03, 2015 5:01 pm
Forum: Testing
Topic: A philosophical question about autobuild
Replies: 11
Views: 5107

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...
by faijeya
Fri May 29, 2015 11:11 pm
Forum: Testing
Topic: A philosophical question about autobuild
Replies: 11
Views: 5107

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 a mi...
by faijeya
Fri May 29, 2015 8:05 am
Forum: Testing
Topic: A philosophical question about autobuild
Replies: 11
Views: 5107

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.
by faijeya
Thu May 28, 2015 11:13 pm
Forum: Testing
Topic: Map Settings Screen
Replies: 3
Views: 2449

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.
by faijeya
Thu May 28, 2015 9:33 pm
Forum: Testing
Topic: A philosophical question about autobuild
Replies: 11
Views: 5107

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 replicat...
by faijeya
Thu May 28, 2015 7:09 pm
Forum: Testing
Topic: A philosophical question about autobuild
Replies: 11
Views: 5107

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 in...
by faijeya
Wed May 27, 2015 2:06 pm
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1039
Views: 376561

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)...
by faijeya
Mon May 25, 2015 10:16 am
Forum: Testing
Topic: First Impression
Replies: 42
Views: 20428

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 modu...
by faijeya
Sun May 24, 2015 9:13 pm
Forum: Testing
Topic: First Impression
Replies: 42
Views: 20428

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 is ...

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