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.
I think you mean 9/12 (September 12th), not 7/12 (July 12th). It would be nice to hear the next streams topic sooner.
Questions for stream:
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)
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.
Don't anomalies spawn randomly throughout the game.
I haven't thought of this before... I REALLY like this idea! Yes, anomalies can be set to span throughout the game, but this would give a very realistic reason for a survey ship late game. Maybe, limit the survey event to differing salvage type events, possibly tied to the kind of equipment the ships had!
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 thetraviler, reply 4I haven't thought of this before... I REALLY like this idea! Yes, anomalies can be set to span throughout the game, but this would give a very realistic reason for a survey ship late game.
I think another post mentioned capturing ships and tech post-battle. I agree that this would be really cool. It would make the Drengin even more of a threat.
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"?
Currently when you select anomalies they are generated one time. There was some discussion about having them re spawn during the game but as far as I remember Paul was on the fence.
I for one would prefer if they re spawn especially on smaller maps.
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 30Hola, will planets are change their look (atmosphere), if I terraform them.
I think you mean 12/9
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
And now we get into the correctness of the European (mm/dd) vs the US (dd/mm) method of specifying dates. It would really be nice if forums were location sensitive and would translate it from the poster's format to the viewer's format based on local. Then again, even that could become confusing.
Yeah, I tend to stay with historical periodical writing. I did learn to use an old printing press and found it easier to switch the date when using month first and day next due to mechanical reasons of setting the type. For that reason, I will probably never change. As a mathematician we simply say that,
"It doesn't matter the notation you use, as long as you define the notation that you are using."
But to keep the thread on topic...
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?
the problem here is in what the ui represents on a pc - character level
in gc you are essentially playing the president/dictator/leader/holy-one/ whatever and the ui represents the information delivered by your advisors in a way to get all the relevent information you need to make an informed choice
in this case another civilization does not get to dictate the information i recieve unless they have a reasonable excuse ( espionage , false sensor readings, etc)
I agree with that statement, although, the information given to the commander is that about the formation and how they are set up. So, a commander casually looking at this would misinterpret the correct information given about formation of the ships. If you want to rearrange how the formation of the ships are than how they are actually formed, then that is the enemy commanders prerogative, and I wouldn't oppose that. Especially since the current set-up is how one attacks a stack, the enemy can only attack the top fleet at the moment (AI can choose). So, in its current state it is not just for duping the other player, but actual formation of the ships.
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.
eviator Are doing benevolent? If you work to ideology of persuasion (all planets in your zone flip)
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?
It's a a tiny galaxy, not enough events to get ideology points. It's also not really an answer. If it was about winning the game I would have sent transports 390 turns ago.
Currently when you select anomalies they are generated one time. There was some discussion about having them re spawn during the game but as far as I remember Paul was on the fence.I for one would prefer if they re spawn especially on smaller maps.
anomalies did auto spawn in Galactic Civilizations II so they should in Galciv III maybe an option to turn that on or off?
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?
Another question:
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...
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.
I mentioned this in one of the prior weeks post but didn't get answered, now another post by someone else in the forums has asked the question... 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?
I might have missed it, but there was talk originally about technologies on the tech "tree" possibly requiring multiple prerequisite technologies - or at least the ability to mod them in.
Is this still in the cards, does anyone know?
-tid242
So... how about those Founder's Vault updates? My daughter has doubled in age since the last one it was so long ago.
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