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Post Questions for 9/12 Dev. Stream Here

Post Questions for 9/12 Dev. Stream Here

The announcement for the dev streams tends to be posted only a couple of hours before they go live, so I thought I'd start a thread to collect questions for this Friday's stream. This way if they are questions that have been answered before, the community can answer them, and if not, I will repost them into the dev stream thread on Friday. 

 

My question:

Tech trading in GalCiv II could be easy to exploit at times. Will tech trading in GalCiv III work the same way as the GalCiv II version?

EDIT: correct typo in title, thanks parrotmath.

121,237 views 34 replies
Reply #26 Top

Quoting Kantok, reply 25

So... how about those Founder's Vault updates?  My daughter has doubled in age since the last one it was so long ago.  

Wow she's almost old enough to play the game :)

Reply #27 Top

Quoting tid242, reply 24

... there was talk originally about technologies on the tech "tree" possibly requiring multiple prerequisite technologies - or at least the ability to mod them in.

It's already like that.  The XML can specify any labyrinthine prerequisites (as a flat text list of any combo of prerequisite tech levels and buildables).  The tree-based UI just doesn't draw what's in the XML.

To be more precise, we have two tiers of tree.

  • The technology tree (of tech levels) is a simple tree, with no loops or bugs (that we've seen).  What you see are all the tech-to-tech arcs.
    • It is not clear whether you can script a tech level to require 2+ parent tech levels ...
    • ... or if the UI would display such a "tree" as a true graph.  Somebody test that with Wordpad in 5 minutes!
  • The buildable trees (of improvements / components / starbase modules) are implied, not shown anywhere.  Think of them as floating alongside the tech tree.
    • Some nodes of the tech tree intersect some nodes of the buildables trees.  These are all the techs that grant you new buildables.
    • Each buildable tree has its own prerequisites, which wind (mostly) leftward through buildables of the same type.  These are explicitly scripted using the <Prereq> tags.

So we have a rich tree with epiphytes hanging down, forming a 3D pyramid.  This is complex.  In [0.40] - [0.42], the buildable trees exhibit some bugs (which make them non-tree-like, i.e. they're really DAGs (directed acyclic graphs)):

  • Tangled loops in starbase modules:
    • Cm5 Interstellar Collector has prereq Cm6 Orbital Replicator (Cm = Colonization, manufacturing)
    • Cr5 Orbital Institute has prereq Cr8(!!) Orbital Research Center (Cr = Colonization, research)
      • On the plus side, these are not upgrades.  So when you finally get them, you get them both, for a huuuge gain.
  • Cross-branch prereqs in starbase modules:
    • Gb5 (Governance, banking) Interstellar Embassy has prereq Gu5 (culture) Interstellar Exchange
      • dunno if this is an upgrade ... or they just coexist (oh plz) for insane +50% => +175% in one big step

Note that buildable-prereqs seem to be local-scope only, i.e. limited to buildables of the same type, on the host container.  So modules can depend on modules on that starbase, ship components to components on that ship, improvements to other improvements on that planet, etc.  I don't think the XML script is expressive enough to have cross-type prereqs, e.g. from an improvement to a ship component, or from a { resource && Ideology award && combat result } to a commander-type.  (I'll unlock new commander rpg-class of magic-user ... which activates the FE sub-game.  Pause to d/l the plug-in ...)

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Reply #28 Top

Now that colony ships auto-launch, there doesn't seem to be an option to load fewer than max population and the number of pods does not matter. Will there be any options for smaller colonies in the future? 

Reply #29 Top

Quoting Gilmoy, reply 27


 


It's already like that.  The XML can specify any labyrinthine prerequisites (as a flat text list of any combo of prerequisite tech levels and buildables).  The tree-based UI just doesn't draw what's in the XML.

...


 

 

That's great, exactly the information I was curious about.  I've played and kept up fairly sparingly. 

 

Thanks so much!

 

-tid242

Reply #30 Top

Quoting Franco, reply 28

Now that colony ships auto-launch, there doesn't seem to be an option to load fewer than max population and the number of pods does not matter. Will there be any options for smaller colonies in the future? 

Selective pop-filling is already in the dev queue.  For the rest of [0.42], just suffer a bit longer.

The [0.30 - 0.42] rule is:

  • The shipyard's primary sponsor (which is the topmost one in the shipyard's hover list, but not in its own Manage screen) fills half(?) of the module:
    • 2.5 bp for 1 colony or transport module (max 5.0 bp)
    • [_] ... or for each module?  (I never got that far)
    • You can completely control which planet sends the pop.  Just `Remove` all N-1 other sponsors, then add them back (which appends them to the end of the shipyard's sponsors-list).
  • You may dock a colony ship or transport at any friendly planet (as if garrisoning it).  This immediately disembarks all of the ship's pop onto that planet.  They promptly find civilian jobs :), and will produce if you end turn while they're still there.
  • You may re-launch a colony/transport at any time (if it has movement points left).
    • You can "Eject Ship", which always goes to the upper-left hex unless it's blocked, then the right hex.
    • Or, you can select the ship in the planet's garrison, and simply give a normal movement order, i.e. right-click a space hex.  It'll exit through the nearest hex side.
    • On re-launching, you get a pop-filling slider window, which lets you slide from minimum (0.5 pop/module) to maximum (5.0 pop/module).

So:

  • You can already use either type of ship to simply move population around.
  • To get fully-loaded colony ships, you must do it manually.  Park shipyard so that its exit hex is adjacent to your pop-feeder planet.  As ships pop out, immediately land them on the planet, then leave, and fill up on your way out the door.
  • Whenever either ship type is moving past a friendly planet, and would end turn just beyond it, you might want to detour it for a fraction-of-a-move just to get a shipload's worth of free production for 1 turn.  What happens on the planet, stays on the planet ...

In Beta 2 (or sooner), every completed colony/transport ship will immediately show the pop-filling slider window, or something like that, before it launches.  This will let you choose how much to draw from which planets.  And no more teleporting civs from 30 hexes away ...

Reply #31 Top

Can we get a list of the questions in a clear list in the first posting so Adam can see them all at a glance without having to scroll through the thread postings When the stream goes live? Perhaps categorized/outlined by subject matter?

i think this thread is a good idea. Lets hope it works well. :) Thank you  peregrine23 for setting this up!!!

Reply #32 Top

Quoting AuraBoy, reply 31

Can we get a list of the questions in a clear list in the first posting so Adam can see them all at a glance without having to scroll through the thread postings When the stream goes live? Perhaps categorized/outlined by subject matter?

i think this thread is a good idea. Lets hope it works well. :) Thank you  peregrine23 for setting this up!!!

 

In the original post of this thread: I will repost them into the dev stream thread on Friday.


Yes, thanks for doing this.

 

Reply #33 Top

thanks Gilmoy, that's great info

Reply #34 Top

Here are the questions I'm planning on posting. There were a few questions that were answered by other players so I left them off. Let me know if I missed anything.


Quoting peregrine23, reply 0

Tech trading in GalCiv II could be easy to exploit at times. Will tech trading in GalCiv III work the same way as the GalCiv II version?

Quoting parrottmath, reply 1
I know that you have mentioned commanders in the game. Would a commander in a fleet be able to increase the logistical capacity of that fleet?

Will commander players come with a unique ship for themselves? Some extra visual way to represent a commander in the fleet, or on the visualized battle screen?

What skills should we expect for the commanders in the game?

Will they (the commanders) be able to die in battle, or are they able to escape heroically from any battle by pressing the Omega 13 device (Galaxy quest reference), and open a wormhole to the home planet that will take 5 turns before they arrive back on the map?

Have you finished working on the explosion effects of the ships, and will we get a preview of this in the founders vault?

When will we expect to see moon bonuses implemented in the game? Or are they just automatic bonuses and do not require a special building? (I'd vote for building special moon project buildings, moon farms, moon mining, moon research stations, or moon defenses)

Quoting Edladner, reply 2

Would it be possible that once a battle is over it generates an anomaly with salvage of some kind from the hulks.  A survey ship would still be valuable late game then.
Quoting AuraBoy, reply 5

1) Are there plans to bring the little white arrows back between tiles/improvements on the planet screen?

 

2) When can we expect to see minor races? How many will there be? Will they have unique ship designs? Animated or static images for them?

 

3) Will colonization events have specific artwork corresponding to them or will it just remain the view of the planet. If it remains the view of the planet can we at least see a representation of the specific planet rather than a generic one?

Quoting Hamilmac, reply 6

My question is from my post about governors and approval--How detailed will governors be?  Can I enter specific approval percentages and production percentages instead of saying "Focus on approval" or "Focus on research"?

Quoting Avatar137, reply 8

I'm curious if it's possible, in the ship designer, to have your mouse cursor create a larger popup image of the part you put your mouse over. I play at 1920x1080 resolution and many of the parts are very small in the area where you select them. It would be great/convenient, if it's not a hassle to do and is considered worth while to do, to have your mouse cursor bring up a larger image of the part it's hovering over. I know you can select it and then see it in the main window, it's just that I thought it might be easier/faster to have this in order to preview what the part looks like.

Quoting Chetrau, reply 30

Hola, 

will planets are change their look (atmosphere), if I terraform them.

Quoting raelalt, reply 11

Regarding Custom Races:

When creating a custom race will we be able to assign its home planet?   This would be especially useful for those of us who have been fortunate enough (as well as being willing to shell out 99 bucks) to have been able to name a sun.  I would love to be able to have one of the planets of my sun be my custom race's home planet.

Thanks,

Don "Raelalt" Freeman

Quoting parrottmath, reply 13

Will we be able to mod the number of ships visible in a fleet? Currently if you group 3 ships together you see them all, will we have the ability to show groups of 10 visibly where one can see each ship, possibly using a vertical stacking of the ships? I know there are limitations to prevent this on extremely large maps, but the large but not soooo large maps these restrictions might be lifted. Especially during a hand crafted campaign map, we should be able to accomplish this.

Would we be able to order how our ships stack in a single tile? I find that this might serve an important multiplayer role, as to dupe the other player into thinking that there is just a weak stack of ships, when in actuality there is a powerful ship hiding among the mix?
Quoting eviator, reply 16

I can't get my enemy's planets to culture flip despite 400+ turns of my borders encompassing the whole galaxy, heavy use of nearby embassies, and up to 4 fully upgraded culture starbases nearby. What are the requirements for culture flipping, and how can I tell how close I am to meeting the requirements? Does ideology, approval, or relative power make a difference?

 

P.S. I already own their home planet.
Quoting NorsemanViking, reply 18

1) I see that space stations will have crews. Will this be some kind of mechanism to play arround with, or is it just a representation of how big the space station is?

2) Will there be changes to how tech trading works?

3) Will we be able to design the ultra small ships that is a part of a carrier module? Can you talk more about how you intend carriers to work in battle? How will number of carrier modules effect the logistics of an army? Will carriers also have functions on the strategical map, like support roles?

4) Is Brad still writing some of the humourous remarks in the game, over a friday night cocktail?
Quoting Seilore, reply 20

Otherwise I'm also interested on custom races, will be able to customize the home world/star system?

Point system in shipyard is not accurate with decimal points, will you be adding decimals to the ship yard say you have used 196.2/200 points versus 196/200 points so you know the size of the item one is adding.

Will there be extra points (manufacturing/research) from astroids?
Quoting AuraBoy, reply 21

This one is for Paul directly... Paul I watched your let's play tiny galaxy game... It was wildly entertaining and extremely insightful! Can we get another of you playing on a huge map? Or better yet how about you and Adam playing each other in a multiplayer match each with separate isolated streams so we can watch each of you playing each other? It would be a blast to watch both sides, perspectives and play styles...
Quoting AuraBoy, reply 21

Also - Are there plans to bring some color variation to the black holes so they aren't all identical on the map? How about some dark/invisible ones as well?


Any chance Neutron stars like Pulsars and Magnetars will make it into the game as rare map objects? It would be great to have terrain objects similar to black holes that could inflict serious damage to your fleet if you got too close to their influence field.
Quoting Seilore, reply 23

Will there be binary star systems as I know early on there was some talk about this but, this is currently not in the game nor, have we heard anything about it?
Quoting Kantok, reply 25

So... how about those Founder's Vault updates?  My daughter has doubled in age since the last one it was so long ago.