People SAY they don't want games balanced to within an inch of their life. But then you give players lots of options and they'll say the "AI is terrible". GalCiv IV WILL give you the tools to abuse the game if you want. While really low hanging fruit (some mentioned here) will get reasonably balanced to not be quite so exploitive, we also want to give players the option to play the game as they like. It's sort of like when people choose to play as xenophobic but no
Frogboy
Stardock required games that used Reactor be sold on Impulse and, while I don't have a copy of the terms handy, I'm sure you also had a "most favored nation" clause in your contracts. You tell me why you giving away Impuls::Reactor for free in exchange for a game bing sold on Impulse didn't pan out (granted selling it to GameStop surely didn't help it) since that is what you're attributing to Valve's success with Steam; as being without merit. This is not
[quote who="Iben" reply="2" id="3843512"] You could try your luck here. View [/quote] No thanks. The only value of Twitter for me was that it was a one stop shop for the absolute latest info. It started out as a universal messaging app. Now it’s just a crippled forum.
I'm sad to say that my dog Bailey passed away last week. I have found myself struggling a lot more than I thought I would at her passing.
If I were to make a graph of the amount of time I spent on Twitter, it would have started at the founding of that service, peeked in 2015, gradually declined until 2019 and then plumuted. As NASDAQ noted , Twitter isn't really profitable. And how can it be? How can you base your business on something that might suspend your account based on the opinions of its far, far left employees?&n
Indeed. The premise is something that I've had a hard time with in recent years. When I designed Ashes of the Singularity, I dealt with the fact that there are no spaceships at all. It's all about Post-Humans and quantum streaming of remote constructs doing all the work.
[quote who="Basilisk83" reply="6" id="3840811"] ^ nice, i thought missiles were too op. the main thing i would recommend for tactical combat is a button that says "retreat." push it and your remaining forces try to leave the battle. this would be perfect for both when you realize the battle is lost and you should get out with whatever ships are still in one piece, or when you have something like an interceptor force that is just trying to take out a support or capital ship and
[quote who="bradzoob" reply="5" id="3840853"] Yep, I guess i was more or less just wanting to know if anyone thinks this is something worth fixing, UI lag kills me [e digicons]:)[/e] Thanks for taking the time [e digicons]:)[/e] Playing v80 currently, this release seems pretty quick so far, might be that i haven't left the starting cluster and only have 10 shipyards so far. [/quote] Thank you for posting. Without your post, I wouldn't have taken a l
Beta 2 makes missile range equal to others. :)
You wanted it. We’re giving it to you. The Battle viewer. Beta 2 of Galactic Civilizations IV brings back the Battle Viewer and a new After Action Report. It’s pretty basic for Beta 2 and we plant to add a lot more to it. Today, I’m going to talk about what is already in it and what we plan to add. The viewer and the after action report There are really two elements here that players tend to want to see: Th
That said, your post motivated me to look more into this issue. if (usage == StatUsages::Actual ) { this->SetShouldRecalc(TRUE); } This is the problem. So when you build a thing, the game is calculating the stats to adjust whether you still have the resources for the next thing you might want to queue. However, there are ways to thread this or make it deferred.
[quote who="bradzoob" reply="2" id="3840100"] I just mean the UI itself shouldn't be impacted by the depth of your data stores, if injecting an item into a list has a 2000ms cost that's fine but you don't have to inject it in realtime, it doesn't have to block the UI while it does it. That's what's currently happening though. [/quote] Sure it can. The problem is that there are places where they do it in real-time instead of sending a message. It’s a crappy hold o
GalCiv has its own engine. There’s no magic bullet for dealing with tens of thousands of entities. Only vigilant tuning and profiling.
Additional: New music added Star Control 2 "Volumes and Volumes" music added for ship designer Added Dan Nicholson (SC2) to music credits. Renamed ideological values to the more vague ideological differences where the more differences there are, the greater the diplomatic penalty. Lore based AI conversations Moved artificial gravity tech to be earlier in the tree (pacing) Armed shuttles now spawns 2 types of
I think we should name them ideology points and ideological awareness. I'm not sold on the concept of it being a two-step thing. Instead, perhaps there should simply be ideological points earned in different categories that automatically unlock stuff once you have enough. The problem I see there is that the player doesn't get enough awareness of what these choices mean. But IF you can minimize an event and then bring up the ide
[quote who="trancejeremy1" reply="5" id="3837860"] I hope this gets better implemented in the final version, so far I've run into two problems Firstly, leaders are basically a random draw. You pretty much have to hire who is available and put them in the least worse position. Instead of putting the player in control of how he wants to manage the empire, RNG is taking over. This isn't necessarily bad, but I'm going to say I liked the sliders better. Because you had to cho
[quote who="Coggy" reply="16" id="3837066"] Just bring back the slider. No restrictions. You don't have to micro-manage it each turn if you do not want to. [/quote] But many people feel compelled to and it’s not fun for them.
As usual, this is, by no means, comprehensive Heap corruption bug fixed. [causes crashing] Aquatic worlds tech now available to all civs Foreign affairs tech removed Precursor Studies tech now available to all civs Intermediate weapons techs now provide weapon boosts Defensive studies gives ships a modest defense More flavor text Influence
The battle viewer is coming. It's a big task.
That's because Orbital Repair leads right to Medium hulls. I'd take that deal.
Hmm. Sounds like witchcraft to me.
This was a really good read.
[quote who="ZeroSugar41" reply="19" id="3836752"] Same problem, update did not fix anything.. game keeps crashing for no apparent reason, there is no pattern soit is very hard to figure out what is the problem. [/quote] I wonder if there is a common denominator. Those of you having an issue can you list: What version of Windows you're running What language of version you're running What graphics card you have Maybe
[quote who="mikeyjcl" reply="5" id="3836493"] What do we want? A TECH TREE. When do we want it? NOW. Haha! But seriously. Stop the madness, bring back the tech tree. Sincerely, -Tech library hater [/quote] Hmm. You don't have this?  
[quote who="ForgottenSlayer" reply="21" id="3836408"] Maybe people do play the same way I got over 2000 hours in Civ 5 with a very defined tech tree and what I research changes every game yes their is a usual flow but other than researching pottery first that is the only thing that stays exactly the same. Not knowing the tech tree is maddening you just guess and hope you get lucky. I will say it is A LOT better than it was. If there was a way to see a defined tech tree as an option it wo