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GalCiv III: Labor Day Coding Extravaganza!

GalCiv III: Labor Day Coding Extravaganza!

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This weekend I will be working on the big update to GalCiv III and GalCiv III Crusade.  My work focuses heavily on balance so if you have any particular exploits or balance issues you'd like me to look into...

1. Post here.

2. Share a save game for me to look at.

You can also join me this weekend on Discord: https://discord.gg/JN2XH6A

153,008 views 32 replies
Reply #26 Top

Out of curiosity, how many lines of code in Crusade 2.33?

 

Reply #27 Top

Issues with some tech trees with multiple upgrades is that the first one is a +.1 to base base rate but can only be replaced and the next one is +30% instead. The math there doesn't work out. Just set the higher ones in the tree to +.2, +.3 etc or do what the influence tree does - each upgrade adds the base and a higher percentage.

The trees with issues are the growth rate techs and the tourism techs. The current effect is that replacing the first level building here with an "upgrade" actually reduces the return significantly.

 

 

Reply #28 Top

Quoting dlapine1, reply 27

Issues with some tech trees with multiple upgrades is that the first one is a +.1 to base base rate but can only be replaced and the next one is +30% instead. The math there doesn't work out. Just set the higher ones in the tree to +.2, +.3 etc or do what the influence tree does - each upgrade adds the base and a higher percentage.

The trees with issues are the growth rate techs and the tourism techs. The current effect is that replacing the first level building here with an "upgrade" actually reduces the return significantly.

 

 

Fixed

Reply #29 Top

If we are moving to a 1:1 population production model, the synthetic races are going to be left in the dust. Recommend decreasing their robot production task time. If v2.5 will require durantium please consider what happens in galaxies where durantium is not present. (Perhaps a regular make-robot task and a turbo version that uses durantium).

Reply #30 Top

Quoting leiavoia, reply 29

If we are moving to a 1:1 population production model, the synthetic races are going to be left in the dust. Recommend decreasing their robot production task time. If v2.5 will require durantium please consider what happens in galaxies where durantium is not present. (Perhaps a regular make-robot task and a turbo version that uses durantium).

Already done. :)

Reply #31 Top

Could you make a fix for managing ships in fleets? Right now, you have hold shift in order to select multiple ships. A normal mouse click deselects all ships then selects the ship you clicked on. I think changing this will make things a little bit more better. Plus, not every knows you have to press shift to select multiple ships (at least I think they don't know this).

Reply #32 Top

I am very excited about 2.5, probably more excited than I've been since the Crusade release itself.

Been using the P^0.75 pop-production mod, which is unbalanced for certain civs, so looking forward to the 1:1 balancing fixes.