Massive good reply Derek. like the ship designer and some of the other features are currently turned off on purpose.. the release notes even say that...
Taslios
I still wish these tech trees branched more... or had things from other areas that intermingled. Example: Better magnetics for rail guns may lead to "advanced MRI" medical tech that does fun stuff in the civ area... but alas...
Pre battle commands similar to "gratuitous space battles" And then better descriptions of why things happened the way they did would go a long long long way. I do NOT want tactical battles.... no one asks Firaxis for tactical battles in Civ... tactical battles are for Sins of a Solar Empire... not GC
Sets about playing my Race of Religious Zealot Xenophobes. "Your lack of being the right race disturbs me, your unwillingness to bow down to the great and powerful Jeff angers me greatly. Die" That said I am glad you are scrapping the political compass. It would have worked, but it seemed.... lazy.
First... I suspect Brad's monitor costs more than my entire computer and I am very jealous and am curious what sort of workstation GPU he's running in that beast of a machine... I am curious if the citizens will be assignable towards tasks similar to how SMAC treated them? This seems almost like a fall back to that style of population management... This already looks more engaging than early GCIII many props!
.... so now we get political... ;) Shouldn't the pie slices be rotated 45 degrees? if you were going all in pure authoritarian for example you wouldn't be mixing collectivist and individualist to do it...
[quote who="Frogboy" reply="14" id="3807801"] When space monsters win a battle, they lay eggs and use the hull of the old ship for nutrients and hatches a new space monster. The miracle of life. [/quote] bwa ha ha ha... Now make them grow faster so they are a true and nasty threat....
to my understanding he's also writing the transcript to be released at the same time... i suspect that is the main time sink
[quote who="tid242" reply="37" id="3807140"] I think it sounds like the team is sharing your perspective on this issue. Brad mentioned in an interview (I think it was) that he didn't like the GC3 mining mechanic of having to upgrade your 137 starbases 50 times each - going through lists and lists of things and clicking "upgrade" over and over again. It sounds like (again, none of this information is solid by any means) they're looking more along the lin
I too am interested in this. Schism needs to eat more curry and light a fire... ;)
[quote quoting="post"] But fear not - while there are thousands of characters out there, you only need to really care about a handful. Which handful you should care about depends on who you give what power to. Put someone in charge of 37 colony worlds and now you should probably care about them. But, some colonist on Backwater world 53 is probably not someone you need to think about…until it turns out that they contracted a parasite that takes over everyone minds and that it
[quote who="colinm1305" reply="25" id="3806690"] Quoting AegisWolf78, reply 22 On the wishlist of features, I know it's quite impossible to have it (because it would be too difficult/complicate/too heavy on the code), but it would be interesting if you can had a "tactical mode" to the combat, in which the player can manual
This begs so many questions. All of the circles appear to be filled. are the connections made by the things built, or already there when the planet is discovered. How does terriforming work? What do the connections mean as far as adjacency or bonuses.. This looks very interesting....
I like the imersion factor this would provide. It would also be cool if the things you can overhear with other civs increases as your tech increases, or as your spies infiltrate etc.
[quote who="Frogboy" reply="20" id="3806567"] For the first alpha, there won't even be ship design. Different techs will unlock different ships. That won't stay that way but it helps us make sure that the gameplay itself is solid. The ship designer itself (the cosmetic part) will exist outside the game or at the very least, be buried in an advanced, advanced feature type thing so that we are forced to make sure that the basic choosing and configuring of ships
that's sorta my point. They used to post new journals and stuff every Friday for Star Control.
I Like them. I hope they stay, though with some modification. I think that it is silly that the game restricts which spaces we can or cannot build on in a warp science capable society... I think the game would be much better if each planet were such that you had X many usable tiles that the player plopped down. Unique planet things could be surveyed prior to plopping... or randomly discovered. But the player always had full control
[quote who="Seilore" reply="12" id="3806358"] Solution.... Free Range, eliminate hexes, squares, and triangles (as these are the shapes that fit together nicely) instead Just distance based on ship speed. Think (Space Rangers 2 HD). This is turn based but no tiles, just free range. [/quote] This would allow "sector grids" to show up again properly... but I suspect given what has already been shown that this will be hex &nb
Soo all through Star Control you had Friday Development updates and gameplay sneak peaks... Any chance we can get those for GCIV? Looks at the wall grid thing... it is Friday..
that was more a presentation of the movement that the early GCIII engine did... later versions corrected that so it was not squiggles. Hex grids have three axis lines where movement is actually direct, Square only have two so you actually have more snaking to move at an angle in a square grid..
[quote who="MRW1969" reply="14" id="3806218"] Have to say - disappointed there appears to be no plans for Mac OS version Windows Suck Windows 10 really Sucks [/quote] Apple's software ecosystem sucks worse. It is a closed system under Apple's control in such a way that makes it very hard and expensive for developers to port things into their ecosystem. Most likely the game engine is built on something that is explicit
Ditto to a lot of what was said. I love the ship designer. I want it to stay. However I want there to be more to the combat system then just rock/paper/scissors. I want every part to actually have a use and effect. Why did thrusters exist in GCIII? In theory they made ships faster so you could close with a missile ship and even the fight sooner... but in practice it made way more sense to just put an addit
rose tinted glasses. in my opinion the two best 4x games are Sid Meyer's Alpha Centauri, and GCII both of which had squares. However, the squares did not make them better than they would have been with hexes... I think the hex map makes more sense in a lot of ways. So... I miss the feeling of games with squares... but I like the hex maps better.
Likely still more CPU intensive than GPU intensive... I am curious about how much of Brad's Threadripper it can make use of... A good large map game in GCIII could take me a very long time to finish which is why as Brad wrote most people gave up on the Exterminate aspect.. they knew they would win so they went to the next. Hopefully the story elements fix that aspect.
Well unless the deal with Gamestop flat out precludes you from doing it... Bring back Drengin.net and handle the comparatively few founders in house? Probably not worth the headache but it is sad that such a thing isn't really possible anymore... one would think with the competition that Epic is bringing Steam would be more developer friendly rather than less..