Dev Stream Today (Friday, August 22nd) at 3pm EST, Noon Pacific

2014-08-08_00002

Today at 3pm EST we will have our next dev livestream!  The topic for today will be the next upcoming patch and as always we will be taking your questions.

Come on over to our Stardock Twitch channel and join us for our live broadcast!

If you can’t make the stream, please feel free to drop your questions in the comments below and we’ll try to get them answered on-air.

After the live broadcast today, we’ll post the replay on our YouTube channel so you can catch up on the latest episodes.

 

Update: Stream is on YouTube

51,766 views 37 replies
Reply #1 Top

Can you discuss anything about what cultural victory will look like?

Reply #2 Top

I won't be able to make it, but this is something that drives me bananas!

PLEASE do something with the resolve conflict dialog. It may as well not even ask me and do the combat because on a large map where the enemy does an ambush from out of sensor range, I have to clue what happened anyway. The same for faction encounters. Can someone please address this in the discussion?

If I can get a second one in...

Can we get something about the combat formulas? There seems to be a lot more than just numbers of attack/defense. Tactical speed and apparently range improvements and other stuff seem in play, but we have no idea to weight everything has. Same with planetary invasions.

Thanks

Reply #3 Top

The concept art for the Xendar from the Founder's Vault is rather nice looking, any plans for the civilizations to make an appearance in GCIII? And speaking of the Founder's Vault is it ever going to get any new content?

Are trade routes going to be limited in number? Because 9 or so on an immense map isn't a lot.

Will shipyards be upgradeable like starbases?

Will space monsters(they were in GCI) make a reappearance?

Reply #4 Top

Can we get a bit more information on the math for combat and a combat log/report on (who/where and when)?

 

Range, rate of Fire and other stats seem to be in play and a 'combat effectiveness viewer' would help even as a second page to the designer. 

 

Also can we talk and address the planetary one time ship improvements?

 

Hyperion shrinker, logisitics and such are not working. 

Reply #6 Top

I can't Reach the Stream today, and will have to watch the replay tomorrow. So a few questions from me.

 

1) Base movement of units in GalCic3 is now between 3-5 tiles a turn, depending on race. In GalCiv2 it was less. My consern now is I can build a Constructor With nothing but a Constructor module, and it will be way off cheaper then one wth an engine, but not be hindered in a meaningfull way by lack of movement. This is so efficient it's a non-brainer hoice in the Beta compared to Gal Civ2. What's the reasoning behind increasing base speed of units, and are you concidering to change it back to something more like GalCiv2?

 

2) Multiplayer is fun already, but still abit unstable of course. I was doubtfull to no simultanous turns, but it works great when you can do whatever you please between turns, and in Gal Civ there is plenty you can do/check between turns (designing ships too). Up to 4 human players is at all no problem, and I could even have tackled the waiting time to play with 5-6 humans, I believe.

I just hope we will be able to add more players to MP in the final game, at least more AI players. Please say I will be able to play with for instance 4 human and 4 AI players (+ full pot of minors), 8 or more majors in total (or more), so we can have some real epic MP games on huger maps. :)

Reply #7 Top

Quoting NorsemanViking, reply 6

I can't Reach the Stream today, and will have to watch the replay tomorrow. So a few questions from me.

 

1) Base movement of units in GalCic3 is now between 3-5 tiles a turn, depending on race. In GalCiv2 it was less. My consern now is I can build a Constructor With nothing but a Constructor module, and it will be way off cheaper then one wth an engine, but not be hindered in a meaningfull way by lack of movement. This is so efficient it's a non-brainer hoice in the Beta compared to Gal Civ2. What's the reasoning behind increasing base speed of units, and are you concidering to change it back to something more like GalCiv2?

 

2) Multiplayer is fun already, but still abit unstable of course. I was doubtfull to no simultanous turns, but it works great when you can do whatever you please between turns, and in Gal Civ there is loads you can do/check between turns. Up to 4 players is at all no problem.

I just hope you can add more players in the final game, at least more AI players. Please say I will be able to play with for instance 4 human and 4 AI players, 8 or more in total. :)   <<<<THIS!!!

 

Playing a CoOp game with someone against the AI is my ultimate Gal Civ dream game. Put the AI on Godlike and let two humans work to defeat it!

Reply #8 Top

Quoting Larsenex, reply 7

Quoting NorsemanViking,

I can't Reach the Stream today, and will have to watch the replay tomorrow. So a few questions from me.

 

1) Base movement of units in GalCic3 is now between 3-5 tiles a turn, depending on race. In GalCiv2 it was less. My consern now is I can build a Constructor With nothing but a Constructor module, and it will be way off cheaper then one wth an engine, but not be hindered in a meaningfull way by lack of movement. This is so efficient it's a non-brainer hoice in the Beta compared to Gal Civ2. What's the reasoning behind increasing base speed of units, and are you concidering to change it back to something more like GalCiv2?

 

2) Multiplayer is fun already, but still abit unstable of course. I was doubtfull to no simultanous turns, but it works great when you can do whatever you please between turns, and in Gal Civ there is loads you can do/check between turns. Up to 4 players is at all no problem.

I just hope you can add more players in the final game, at least more AI players. Please say I will be able to play with for instance 4 human and 4 AI players, 8 or more in total. :)   <<<<THIS!!!



 

Playing a CoOp game with someone against the AI is my ultimate Gal Civ dream game. Put the AI on Godlike and let two humans work to defeat it!

 

Yeah, that can be cool as well. 2 humans vs 2 humans teamer games might be fun as well. But my preference is FFA-games.

 

My dream game is all vs all with as many players as possible. Since no simultanous turns system limits the fun factor of having too many human players (but it has other benefits), my prefered game now would be 4 human players FFA-games, all vs all, and the rest of players being AIs on a though difficulty, and a large/huge map.

 

Just be playing the game like I do in singleplayer, but with a human player added here and there.

Reply #9 Top

Hope to be there as long as I don't get interrupted to make the world safe for international networking again.  I put an anonymous meeting in my Outlook calendar so people can't schedule crises for me at that time.

 

I know there has been discussion on this, but could you please walk us through how to set up one of our ship designs to be automatically equipped with the latest techs?  I would love to keep seeing Slicer Mk 4, Slicer Mk 11, Slicer Mk 247...

 

I put a note in a post about ship designs.  I find that I can easily make animated parts reach out and magically pass through other ships.  It is especially true while under construction.  Is there anything planned about that.  Can we make that a new type of damage?  "Hah!  I whack your ship.  Hah!  I whack it again!"  Anyway, any thoughts on what happens when solid objects overlap?

Reply #10 Top

regarding governance and generally and the talk about adding some automation to assist in larger empire establishments (from last time). would it be possible to have ship yards be able to build a fleet (based on max logistics at the time) then have that fleet patrol influenced space. this would mean auto attacking enemy ships in the zones?

 

some balancing ideas. possibly the fleet which the shipyard builds for this patrol could be drone ships which are destroyed when the shipyard is destroyed. (even cooler if they would just randomly attack anyone who gets in range). in addition when fleet is patroling from the shipyard there can be no defending fleets for that ship yard present.

Reply #11 Top

Whatever happened to the tech that allows one to build late game on all possible tiles with some land that would be available that was mentioned a few streams back?  I agree this will advance several planets greatly but it would be awesome to see.

Will there be invasion events that you keep mentioning is being thought about?

What about having the ships that come out of the ship yard on auto guard mode as an option or auto create a fleet if one was attempting to build a fleet instead of constantly clicking this every turn or when the shipyard completes a ship.

Will there be an upgrade all ships of type similar to galciv2?

Will there be an upgrade certain # of ship type (so you don't kill budget)

For custom races will there be a design your solar system option?  Such as system gets 15 class points so you could have 3 class 5 planets if you wanted or 1 class 15 home world?

I'm assuming extreme worlds are coming back... Although there hasn't been much talk about them, could you go into more detail on this please?

Thank you

Reply #12 Top

Can you give us more information regarding invasions? The information is very bare bones right now. 

More importantly will there be planetary bombardment module added in t be future? Since the local population is already all killed why not have big siege ships that can rain death upon planets?

 

Thank you!

Reply #13 Top

Quoting Seilore, reply 11
I'm assuming extreme worlds are coming back... Although there hasn't been much talk about them, could you go into more detail on this please?

First there is Extreme World Colonization which lets you colonize aquatic, frozen and barren worlds, with 50% productivity, there will be specializations to get these to normal values. Then there is Atmospheric Cleansing which allows colonization of radioactive and toxic worlds, same deal specializations to bring production to 100%. 

Reply #14 Top

Quoting NorsemanViking, reply 6

1) Base movement of units in GalCic3 is now between 3-5 tiles a turn, depending on race. In GalCiv2 it was less. 

Actually base movement is 2. Drengin and Terrans have the Fast +1 trait increasing it to 3, the Alterians have the fast+2 trait making it 4. 2 was also the base move in GalCiv2.

Reply #15 Top

Right now shipyards can only effectively service a single solar system, or 2 that are very close together. Is there any possibility of decreasing the range penalty so they can become centers of ship building for your entire civ or moved to the front lines?

Reply #16 Top

Is there any possibility of a fortify command, or something like it? In GalCiv 2, it was one of my most wanted features (that I never got). With fortify, there would be no conditions that would cause the ship to wake up and ask for orders. There are times when what my enemy ships are doing has no relevance to what I want my ships to be doing.

Without a fortify command, I had to leave my ships idle (which opened a risk of accidental orders). It also meant that I couldn't use commands like sentry or guard because I already had many idle ships. It was time consuming to cycle through all the idle ships that I couldn't fortify, and those who were given sentry or guard and just woke up.

In GalCiv 3, I think this is even more important to have, as you no longer have the option to ignore idle ships. If you have idle ships, you can't end the turn. I don't like the idea of having to manually pass the turn for every idle ship every turn.

Reply #17 Top

Currently ships in the fleet info panel are colored blue. Is it possible that they could be color code according to their health?

For example: Green when slightly damaged, yellow when moderately damaged, red when severely damaged.

The same for ships in planet orbit and docked in the shipyard. And also the same for entire fleets in the stacked info panel.

Reply #18 Top

Can we discuss the possibility of an option to increase the size of solar systems?  Basically increasing the number of planets, and how far they will spawn from a star in conjunction with decreasing the density of stars, would create a interesting and more realistic game map.

 

Please see post for more detail:

https://forums.galciv3.com/457132/page/1/#3488809

 

Reply #19 Top

Damaged ships regain their health very slowly. Since shipyard can now idle. Is it possible to introduce a "repair" mode that would accelerate the health regain rate of the ships within the influence sphere of the shipyard?

Reply #20 Top

Great Stream, thanks!

Reply #21 Top

Updated post with YouTube replay. :)

Reply #22 Top

Glad to hear, the step wise vs continuous bonus system of planet approval got brought up! Please make it gradual and not with those crazy big steps and thresholds in between.

Also relieved, that the problem of planets' excess production at the end of a planetary improvement or ship got mentioned. After fixing it, please make that transparent to the player: The progress bars on the main screen (right side) go all the way to empty once a new building starts - carried over production should be displayed there in the form of partially filled bars.

The same should also apply to research projects: Take excess research to the next project and make it visible in the research progress bar on the top right side of the main screen.

-> Those three adjustments would reduce micro management anxiety tremendously ;) 

Reply #23 Top

Again many thanks for the stream...working again this week so missed it but always find some time to catch up on it  ^_^

 

Going to miss these a lot when the game releases, hope you guys carry on this sort of thing for future games/expansions.

Reply #24 Top

Suggestion for upgrade all ships: give the option to "upgrade all ships of that type in this fleet" - halfway between upgrading one ship at a time and upgrading 40 at a time.

Reply #25 Top

First off thanks for getting to some of my questions and doing the stream as always...

One question was asked will there be a way to build an advanced factory and they said no as it's better the way it is.  This may be the case if I was building it however, what if I want to buy (purchase) the advanced factory?  We should be able to buy the advanced version versus waiting every turn to go back in and pay for the upgrade.

So after watching the beginning of the stream today, I see that Beta .41.2 is a limited release for a select group of people.  I understand that most of the fixes are for people using laptops or integrated graphics, however, there are some extras put in there as well.  Why are not people the are Founders Elite selected or how were people selected for this Beta?  If anyone can access it than what is the beta access code for it, it doesn't specify anywhere that I can see?

Edit...  Okay maybe I already am opted in as I have the shipyard shut down feature, but it still lists as an option in Steam and says needs passcode?