This Friday at 3pm EST we’ll be having our next dev livestream for Galactic Civilizations III. This week our tech lead Nathan Hanish joins us, so ask away about any questions related to the technical side of the game. If you can’t join us live then please leave any questions you might have for the team below in the comments.
Come on over to our Stardock Twitch channel and join us for our live broadcast!
After the live broadcast today, we’ll post the replay on our YouTube channel so you can catch up on the latest episodes.
I will ask the first questions:
#1 - Will we eventually get special artwork for each of the planetary colonization events as well as the galactic events?
#2 - When colonizing... Can the map background not be dimmed and blurred and the colonize planet confirmation/rename planet window be offset from the planet being centered on the map so we can clearly see which planet we are about to colonize? Also it would be helpful show the planet and the planet's stats in notification the window as well.
Awesome work guys!!! Thanks!
AuraBoyX
Will there be cinematic cutscenes for events like first colonization, first starbase, first huge ship built etc...as well as end of game victory cinematics?
Can buildings that are one per planet or one per empire state this in the tool tip description?
I asked earlier but will officially ask, When will we get Brad full time for our AI (coding and writing) and stop work on that other less important game 'Sorcerer King'?
Can we get an 'Auto Attack' command just like we have in Gal Civ II which commands ships to attack all 'enemies in sensor range?
1. The next Beta is about the Yor and Battle screen in general, but will there be a more detailed playable Invasion Screen too? Even if there won't be, in the final game will the Invasion part of the game get some improvement? More options, more strategies, for example dividing your army into groups, attacking from selected angles, positions, selecting targets etc... ? It would be really cool and not just a numbers game.
2. As currently they are not removable, when will we have the option to manually destroy (delete) starbases, ships on our own, or destroy a colony with a press of a button? (Without having to wait for an enemy ship to clear it, or to sell it.)
3. Black holes should be passable, so why not make them like nebulas work? The outer tiles would subtract ex.: 4 moves, the next ring would be - 8 then -16 ... and you could only move 1 tile outwards per turn, and only if you have enough speed (ex. minimum 5. or 9 or 17.). Otherwise you would stuck there and be pulled by 1 tile in every turn, until the ship destroys. With variable black hole sizes it would be a very cool strategy to trick chasing attacker ships/fleets into following you.
Edit: Ohh, and keep up the great work guys! Hearing from the other video streams, you are heading towards perfection!
After completing research on a particular tech will the left-over unspent research points be applied to the next tech? Currently it does not.
from my understanding they are intended to carry over but atm nothing does
I'm watching last week's dev stream now, and specifically the black holes section. I would kinda like to see them pull ships (but not starbases because antimatter) in, because it would add an interesting tactical element to the game. I've had some thoughts about how. It could be made in such a way as to make the autopilot still consider the vortex impassable like currently, so the player is no more likely to stray into it by accident than the AI (or than a ship's navigation computer realistically would, either). Perhaps the strength of the gravitational effect could be proportional to proximity to the singularity? ie, end your turn on an outer vortex tile and get dragged in one square, end your turn on an inner or middle vortex tile and lose the ship in the singularity. Also this might be too complex, but maybe travelling through the vortex against spin hurts your engine speed and damage your ship while travelling with spin boosts your engine speed. Otherwise maybe you could have speed penalties be an automatic effect of the vortex. Also, perhaps higher gravity manipulation tech/equipment could mean lower negative effects from black holes? And stars could have lesser similar effects to black holes as well
Another thing I've wondered about is if there's any plans to have planetary conquest not imply the total eradication of the existing population anymore
What happens if the player accepts an assimilation treaty? Is there any incentive to do so? (apart from one good use that has occurred to me, in a multiplayer if one person's sick of the game but doesn't wanna leave their ally/allies high & dry they could allow themself to be assimilated)
Speaking of leaving a multiplayer game. What happens if someone does just leave?
I asked this a couple of weeks ago but i dont believe it was answered
superpowers atm we gave heard that each race will have two superpowers can we choose the same pawer twice or have major/ minor powers with major's occupying both slots?
also will there be a skillfull superpower that just grants bonus skillpoints.
Supercar12345 for (2) in the time till the fix, select the object, hit the ~ key, type destroy and hit enter, hit escape key to exit.
Hello guys and very good job on this beta version so far - this is very promising!
I have a few questions, sorry if some have already been adressed:
1) is it possible to have some more informations on a planet directly on the map (time left for current completion, etc.) without having to hover for the tooltip, or go to the mini list for this ?
2) espionnage -> I don't know how it will be implemented, but currently I find it cheesy to be able to trade anything (so we can exactly know everything about the other civs - maybe this would only be possible if we can diplomatically "open our techs for you to view") and while exploring we just have to read the planet tooltips to know what the opponents are doing there ?
3) pirates -> I really don't like the CIVs system for pirates, so for GC3 I'd like to have them as a minor race without planets, wandering and salvaging around the galaxy - we could talk with them, buy them, bribe them to attack other civs (guerilla), etc
4) in the diplomacy screen, when you're finished with a civ, we come back to the main menu instead of going back to the diplomacy screen
5) please, add the current build progression of every shipyard directly in the mini-list, instead of having to select them
6) Governments -> will it work the same way as GC2, or do you have something else in mind ?
BTW, thanks to all the team for this weekly meeting, this is really a great idea...
Can you make it so the flagship has missions? This would be similar to quests for your heroes in Fallen Enchantress. It would be a great way to give the flagship extra purpose, especially once most of the anomalies have been explored. Think Starship Enterprise, ferrying diplomats, witnessing stellar events, boosting morale along zones of control, etc. There's a lot of fun that could be had with that.
I really like this concept. And maybe there could be a customisation option in game setup for piracy level, so you could set them to be either equivalent to a minor race or equivalent to a major race
That's a great idea, I'd love to see more individualisation of ships
"3) pirates -> I really don't like the CIVs system for pirates, so for GC3 I'd like to have them as a minor race without planets, wandering and salvaging around the galaxy - we could talk with them, buy them, bribe them to attack other civs (guerilla), etc"
I said the exact same thing in another thread, I'm all for this idea. Distant Worlds does pirates pretty good, that's one of the few games where I don't turn them off.
Hello! Go job so far!
Now for my comment…
I don’t like how life support work right now.
For me, life support restriction should refer to the number of week a ship can survive without resupply. Right now, ship never resupply. Ever…
So here is my proposition.
Split life support in 2 different tech.
Life support for ships that basically only do one-way trip. Constructor, colony, invasion and freighter. Those ship are usually crewed and inhabited by thousands to billions. If possible, I would even force those ship to land on planet and starbase to resupply.
All other ship would use a new tech: the communication dish (for the lack of better words). Those ship would not use any life support module and would never have to resupply. If we can feed 2.5 billion colonists with a basic life support, sustaining a couples hundreds should not be a burden.
The communication dish would work just as life support work now. But instead, of being a limit where ship cannot go, it would be possible to explore, attack and survey beyond this point. Ship ordered out of the communication zone would disappear in the FOW. You would not be able to give any other order to the ship. It would follow your last order, than rush back to the command zone. When back to the com zone, you would get the result of all exploration and review of the combat it add to deal with. Maybe our sympathetic robot news could tell us about the trip!
Hope this make sense!
Mr. Kurt
"I don't like the fog, I think we're gonna re-render the fog" - one of the devs, paraphrased
Please tell me you're not gonna make it brown with a fuzzy boundary between it and uncharted space like the Galciv 2 fog? I thought that was a real eyesore, to the extent that it contributed to me hardly having played the game. I rarely use the word "eyesore" and mean it literally but it describes the Galciv 2 fog perfectly lol
Re ~18 min about bug reporting. I never figured out a mechanism for doing it like that, I assumed we were just meant to be describing bugs on the forum? Where do you find the bug report feature?
I'd quite like a hotseat option, not taking priority over other things but maybe as DLC sometime in the future? Or even just make sure it's implementable as a mod and I'm sure someone will do it
Throwing useless planets at ships (and starbases, and maybe other planets?) does sound really cool, tbh how would it work though? I can imagine it being kinda like torpedoes except they do more damage & are more difficult to stop but can't change course, but when you say throwing them at ships... with it being slow and not able to change course, it sounds like it would be basically impossible not to evade unless you don't notice it, which definitely works in the AI's favour against human players
You should post your bugs here: Support and submit a ticket as descripted in GalCiv III Support FAQ
Especially on crashes it is important that you include the output file of the support tool and as much information as specified in the FAQ and submit a ticket. When you have submitted a ticket the support guys can request further info by email from you.
For game design issues / requests you should post here: Early Access Feedback
Anything else should go here: General
For un-colonizable planets, maybe provide an ability to create outposts/garrisons/remote science facility - which could provide enhanced repair to ships on orbit, slightly extend influence, economy/research bonuses..etc
Just throwing it out there. Any other suggestions welcome.
Okay! Many thanks! I can pretty much destroy anything on the map with that command... I mean everything that is selectable, like enemy fleets, ally shipyards, even any planet, mine or enemy or ally... etc. Now that is just insane! Now you have to resist the urge not to use it anymore ever, ever!
There are many great features available to you once you register, including:
Sign in or Create Account