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.
Wow she's almost old enough to play the game
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.
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)):
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 ...)
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?
...
That's great, exactly the information I was curious about. I've played and kept up fairly sparingly.
Thanks so much!
-tid242
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:
So:
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 ...
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.
thanks Gilmoy, that's great info
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 1I 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)
There are many great features available to you once you register, including:
Sign in or Create Account