Overall, I've been enjoying playing the game. I've not had any crashes to report. There are few things I noticed w/ this beta version 0.77B from the last one in terms of gameplay that don't make sense.
1. The Apex and The Sickle are not playable because "Precursor Origins" tech has been disabled in the MasterTechDefs file.
2. The mining improvements have all been placed under the cybernetic ability because the drone tech that is a perquisite is cyber only. That is ridiculous. If you want to place the resource specific mining tech (durantium extractor, etc.) under cybernetic, perhaps we can argue that, but placing the tech required for the Mining Barracks etc, is extremely limiting to every other race that doesn't not have that ability.
3. The cybernetic tech for increasing leader abilities is under the "Fertility ability" chain of tech. Doesn't make sense there. Either that should fall under the Cybernetic ability only or attached to another perquisite that everyone can research.
4. I've not completed all tech, but it does not seem like a lot of the variety of resources are put to use. For example, diversify some of the resources needed for building modules on starbases. More advanced culture modules perhaps starting at Interstellar Embassy use harmony crystals in lieu of durantium or in combination with it. I see in the xml file final modules often require these other resources, but I think perhaps they should be needed a little sooner.
5. A military ship w/ a special unit should not end up under the Special category with the support vessels. The shipyard sorting needs to be sorted in some better way like in GC3. If not by weapons, by Battle Role would be helpful.
6. Do not know if this is a bug. But a few games I played and as you can see in the image below, I had to travel around the whole galaxy to get to an adjacent sector that had no connection to mine. That seems a odd.
There also needs to be a few more subspace lanes connecting sectors. Looking at your screenshot and in my own game I've only seen a linear layout so far with sectors connected one after the other which isn't very interesting imo.
If you play a map with a lot of Sectors, things are not so linear, look at various screenshots that have been posted in the Discord.I do wish that the two ends of your Map be linked together to form a circle. It will make meeting and interacting with more of the Races in the game a lot easier, before someone wins the game.
How many sectors does a lot have? I've only played a few games and started slowly increasing the number. My first only had three, my third game is like the original poster's and in a wheel like that (and with the two at the top not connected)
I will try on several setting next time but even with 8 sectors as shown it would benefit from maybe 2 or 3 extra lanes.
Here are the numbers of sectors for each galaxy size in Beta 0.77b.
Singular (Tiny): 1Binary (Small): 2A Few (Medium): 3-6Several (Huge): 8-12Galactic (Immense): 24-36
The basic shape is an octagon around the center of the galaxy image. If there aren't enough sectors to get 8, the shape will be a partial octagon. There is never a connection between what can be considered to be the first and last sector. Zooming out to see the galaxy image will show where the subspace streams will probably be in order to get the octagon or partial octagon shape. The sectors on the ends will have only one connection while the others will have two.
I've never seen any branches until the total sector count reaches 6, so counts of 6, 7 and 8 may or may not have branches. Counts of more than 8 will always have at least one branch. When branches occur, the sectors in the basic part of the ring could have one or more extra connections. This includes the two that would normally be the end sectors. Those outside the basic ring could have as many as five connections.
I've started many games with sizes "A Few" and "Several", then used console commands to show everything to see what variety of sector arrangements occur. There is little or no variety until the size "Several" is used, but the variety really needs the number of sectors to be 10 to 12, which doesn't happen all the time.
Using the "Galactic" size gives the most variety, but that is a lot of sectors, most of which will be empty.
Note to williamameling
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Well, that seems a bit ridiculous you have to fly around the galaxy to get to an adjacent sector. I think they need to rethink that.
this would be served well by hidden sectors or hidden hidden sub space lanes that could add some connections for the late game.
The tabletop game Starfire did not have "sectors" but "star lanes", however in the latter versions they added a jump gate builder.
I think having this tech in the latter game could be interesting.
I know MOO2 and others have jump gates and even as in GC3 stargates.
What I am suggesting is a bit different.
You would have to take the Gate constructor to the border of the sector you want to connect to, then construct the lane back to the friendly sector. Time to build is say one turn per tile. Later in a DLC you could build them from a friendly sector to an enemy sector in time of war but at a much slower pace.
The above may need to wait for a DLC as the need to program the AI to use these features may be more time consuming than currently available to hit launch targets.
Kinda like a hypergate from III except you could connect sectors but you had to get a gate there first and defend it.
The more I think about GC4's map generator the more like Starfire it reminds me. The Streams go wandering off in strange directions with A.Centuri being the first stop but Sirius being 33 stops down a line that spans 4212 lys.
But you don't understand. Within that space between the first and last sector, dwells Ickthorynklenmog; the Beast-God, the Infinite Devourer, the Ender of Hope, the Creator of Nothingness. Subspace streams cannot exist within his domain. Nothing can exist within his domain, other than Ickthorynklenmog.
So trust me, you are much better off taking the long way around to reach that sector...
Thank you for this feedback.
I've updated it so that it wont wrap around the center on smaller map sizes so you wont wont run into that boring ring layout.
I haven't seen any small galaxies in beta, like we had in alpha. Are they gone or only available if you do one of the challengers?
Paying to upgrade ships also seems to be gone, which is fine with me. Much more realistic.
Moving citizens by colony ship, transport or any other manner (which I never figured out) to an existing colony seems also to be gone. (I made the mistake of settling a planet with a Yor. I never could get anyone else in there. Not even the AI could when I let them have the planet. (If I knew this was going to happen, I probably could have built one of the mission improvements that give you 3 citizens, but by then they were gone.)
omg so the 0.1 mining max is a galactic wide nerf on mining for organics? that's a surprising game choice, wow. Removing techs has this horrible feeling that makes everything seem like a bug, if you only ever see 0.1 everywhere eventually you're gonna ask "why bother using metric values at all then if the unit is absolute and unchanging".
I did try to paste an image that was apparently too big.I have sometimes managed to put images in the forum, usually by putting them in a separate reply. (I did this successfully for instance in the Forum message that I created as a guide where I had many images from screenshots, they usually get reduced to a size that fits in a forum message, automatically).
Once I get a bad image, I am unable to delete it or edit it, even by starting at the end of the image and backspacing it. Perhaps I do not know the right commands to use.
I will follow your advice on how to do it in the future. Thank you for helping me.
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