The next dev livestream with Lead Designer Paul Boyer will be happening Friday, December 12th at 3pm EST. We'll be talking about beta 3 and taking any questions you might have.
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.
Update: Replay is on YouTube
Any chance this question could make it on? From the support forum:
Galactic Civilizations 2 used Bink 1 ".bik" videos, while GalCiv 3 uses Bink 2. Bink 2 does not have publicly available tools with which to encode ".bk2" videos. I tried to have the XML point to a ".bik" file, but then it gets ignored. I also tried renaming a ".bik" file to ".bk2", but GalCiv 3 still thinks it is a Bink 2 video, which does not end well.One solution would be to still support Bink 1 videos as I noticed that ".ogg" music files are also supported by GalCiv 3 if the path points to a ".ogg" instead of ".mp3". The other solution would be a specific tool with which to encode Bink 2 videos, if Stardock's License with RAD Game Tools allows this.I asked RAD Game Tools for advice and this was their response:
I’m sorry, but unlike Bink 1, we do not make the Bink 2 compressor available for non-commercial use.
Are starship captains still planned? If so, will we see them before release?
They were always mentioned as being in an expansion.
In the last livestream, we were shown a system where constructors weren't instantly dedicated to a starbase once they landed on its hex, and you could retrieve a constructor even if you sent it to the wrong starbase. This does not seem to have been implemented in Beta 3. Can we expect to see it before Beta 4 in January?
Other question here are already way better than what I will ask, but when will pirates come into play?
2 questions:
1. Can we get cloaked ships (that look all shimmery when they cloak)?
2. Will those amazing cut scenes be a little longer in the final game? They seem to cut off a bit awkwardly at the end.
Thanks!
If I have just missed something that has already been explained, mea culpa.
1. Just a few hours into Beta 3, it seems to me that techs should cost around 50-100% more (at least) to buy from the AI. What is your thinking here? I was Terran - is cheap tech a bonus from diplomacy? it appeared to cost the same from 2 different AI (211 apiece).
2. It seems a bit unrealistic to allow a ship upgrade in 1 turn to a ship that is a long ways from any colony. Off the top of my head I would have thought an upgrade would only be available in a shipyard. Thoughts?
3. I haven't checked yet in Beta 3, but in Beta 2 it seemed that when I invaded an AI planet, all of the infrastructure was intact after I moved in. Does this mean one cannot raid a planet with no intention of landing, just to destroy infrastructure and population? Please explain what the plan is here.
Is the combat viewer expected to be in the next beta release?
When do we get the next increase in Map size?
Was there no larger map in beta 3? It seemed there was from the screenshot. I haven't downloaded it yet.
I don't have time to dig through the streams, but when I heard them discussed I'm pretty sure it was as part of the base game.
EDIT: Darn, should have know better than to question Rhonin
Was this posted onto Youtube or will it have to wait until Monday?
Where is the youtube video?
Yes what charon said when you guys get around to it please. I was at work so I missed it.
Or I'm retarded by not going to their twitch and watch past broadcasts.... derp
http://www.twitch.tv/stardock/b/598507726
Thanks for the link! I was too dumb/lazy to find it on Twitch.
:,( my ipad cannot watch old twitch broadcasts. Guess I'll wait until I get bsck to my computer on Monday.
I hope not! Been working all week and saturday patiently waiting for this to be put on youtube! I will not be amused if we have to wait till monday! (again!)
Still no YouTube? Darn. Twitch just never works right for me so I rely on YouTube for my fix. What's up, Adam, and or Ray, you guys taking the weekend off or something? The nerve...
Its Monday and still no Youtube! whats going on?
They're hard at work on Sorcerer King Beta 3, due Tue 12/16 [e digicons]'[/e]
FWIW, I did not find the latest stream all that informative. If you've been keeping up with the streams up to this point, you aren't missing much info and you can happily wait patiently for the youtube.
Updated with replay.
So the dev stream starts with the Exodus trailer lol "waiting for add to drop" lol
Issues mentioned in the stream:
Graying ideology is reproducible in many games after a certain point, many people have been able to reproduce and see this.
Tool tips or other issues with bad text scrolling/cropping issues.
See attached picture below ticket created as was able to reproduce loading saved game #CYD-930-99032
Question 1: That hasn't come up. In Galactic Civilizations II Twilight of Arnor the Yor had a dampening effect in their ZOA where the top speed of ships would be reduced. Is this going to continue in Galactic Civilizations III?
Question 2: A while back I had suggested using resources as a requirement or need for additional terraforming options. Paul said he liked the suggestion but haven't seen or heard anything on if this may happen? Thoughts?
Question 3 (possible bug): Abundant habitable planets seem to be bad/broken in 0.61, I've selected this option in several games the first 18 stars I came across only 5 had habitable planets one of which had 2. To me abundant habitable planets should be 1 on almost all stars with several with 2, 3 or 4? Am I incorrect? This appears to be an issue where it's set to something else for one game you exit to menu and go back in change to abundant and start new game it doesn't apply correctly to the next game.
Question 4 (possible bug): Abundant anomalies also seem to be broken in 0.61, Also selected this where with in several turns of my home world I have only come across 1 anomaly. I would imagine this with rare or uncommon, but abundant I should have no problem finding one at the beginning of the game on almost every turn. Maybe this will change when anomalies auto spawn throughout the game. (This may be part of the same issue that effects the above issue)
Question 5 (possible bug): When putting a ship in the shipyard to build, say 5 colony ships so that way one doesn't have to keep going back to select a new ship every time a ship is built, and one gets a new model because of technology being researched, why doesn't the shipyard auto change these ships to the newest make? This would be a pain to have to go in and change the list every time a new make becomes available.
As always thank you.
Seilore:
If you have specific issues to report, please do so in the GCIII support forum so we can track them and respond with more information if needed.
We aren't doing any more GC3 streams for this year, so if you have any question for that, please hold on to them for when we restart next month.
There are many great features available to you once you register, including:
Sign in or Create Account