2014-08-08_00002

Today at 3pm EST we will have our next dev livestream!  The topic for today will be the next upcoming patch and as always we will be taking your questions.

Come on over to our Stardock Twitch channel and join us for our live broadcast!

If you can’t make the stream, please feel free to drop your questions in the comments below and we’ll try to get them answered on-air.

After the live broadcast today, we’ll post the replay on our YouTube channel so you can catch up on the latest episodes.

 

Update: Stream is on YouTube


Comments (Page 1)
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on Aug 22, 2014

Can you discuss anything about what cultural victory will look like?

on Aug 22, 2014

I won't be able to make it, but this is something that drives me bananas!

PLEASE do something with the resolve conflict dialog. It may as well not even ask me and do the combat because on a large map where the enemy does an ambush from out of sensor range, I have to clue what happened anyway. The same for faction encounters. Can someone please address this in the discussion?

If I can get a second one in...

Can we get something about the combat formulas? There seems to be a lot more than just numbers of attack/defense. Tactical speed and apparently range improvements and other stuff seem in play, but we have no idea to weight everything has. Same with planetary invasions.

Thanks

on Aug 22, 2014

The concept art for the Xendar from the Founder's Vault is rather nice looking, any plans for the civilizations to make an appearance in GCIII? And speaking of the Founder's Vault is it ever going to get any new content?

Are trade routes going to be limited in number? Because 9 or so on an immense map isn't a lot.

Will shipyards be upgradeable like starbases?

Will space monsters(they were in GCI) make a reappearance?

on Aug 22, 2014

Can we get a bit more information on the math for combat and a combat log/report on (who/where and when)?

 

Range, rate of Fire and other stats seem to be in play and a 'combat effectiveness viewer' would help even as a second page to the designer. 

 

Also can we talk and address the planetary one time ship improvements?

 

Hyperion shrinker, logisitics and such are not working. 

on Aug 22, 2014

How about tiny/small ships building directly from a planet without a shipyard? 

on Aug 22, 2014

I can't Reach the Stream today, and will have to watch the replay tomorrow. So a few questions from me.

 

1) Base movement of units in GalCic3 is now between 3-5 tiles a turn, depending on race. In GalCiv2 it was less. My consern now is I can build a Constructor With nothing but a Constructor module, and it will be way off cheaper then one wth an engine, but not be hindered in a meaningfull way by lack of movement. This is so efficient it's a non-brainer hoice in the Beta compared to Gal Civ2. What's the reasoning behind increasing base speed of units, and are you concidering to change it back to something more like GalCiv2?

 

2) Multiplayer is fun already, but still abit unstable of course. I was doubtfull to no simultanous turns, but it works great when you can do whatever you please between turns, and in Gal Civ there is plenty you can do/check between turns (designing ships too). Up to 4 human players is at all no problem, and I could even have tackled the waiting time to play with 5-6 humans, I believe.

I just hope we will be able to add more players to MP in the final game, at least more AI players. Please say I will be able to play with for instance 4 human and 4 AI players (+ full pot of minors), 8 or more majors in total (or more), so we can have some real epic MP games on huger maps. 

on Aug 22, 2014

NorsemanViking

I can't Reach the Stream today, and will have to watch the replay tomorrow. So a few questions from me.

 

1) Base movement of units in GalCic3 is now between 3-5 tiles a turn, depending on race. In GalCiv2 it was less. My consern now is I can build a Constructor With nothing but a Constructor module, and it will be way off cheaper then one wth an engine, but not be hindered in a meaningfull way by lack of movement. This is so efficient it's a non-brainer hoice in the Beta compared to Gal Civ2. What's the reasoning behind increasing base speed of units, and are you concidering to change it back to something more like GalCiv2?

 

2) Multiplayer is fun already, but still abit unstable of course. I was doubtfull to no simultanous turns, but it works great when you can do whatever you please between turns, and in Gal Civ there is loads you can do/check between turns. Up to 4 players is at all no problem.

I just hope you can add more players in the final game, at least more AI players. Please say I will be able to play with for instance 4 human and 4 AI players, 8 or more in total.   <<<<THIS!!!

 

Playing a CoOp game with someone against the AI is my ultimate Gal Civ dream game. Put the AI on Godlike and let two humans work to defeat it!

on Aug 22, 2014

Larsenex

Quoting NorsemanViking,

I can't Reach the Stream today, and will have to watch the replay tomorrow. So a few questions from me.

 

1) Base movement of units in GalCic3 is now between 3-5 tiles a turn, depending on race. In GalCiv2 it was less. My consern now is I can build a Constructor With nothing but a Constructor module, and it will be way off cheaper then one wth an engine, but not be hindered in a meaningfull way by lack of movement. This is so efficient it's a non-brainer hoice in the Beta compared to Gal Civ2. What's the reasoning behind increasing base speed of units, and are you concidering to change it back to something more like GalCiv2?

 

2) Multiplayer is fun already, but still abit unstable of course. I was doubtfull to no simultanous turns, but it works great when you can do whatever you please between turns, and in Gal Civ there is loads you can do/check between turns. Up to 4 players is at all no problem.

I just hope you can add more players in the final game, at least more AI players. Please say I will be able to play with for instance 4 human and 4 AI players, 8 or more in total.   <<<<THIS!!!



 

Playing a CoOp game with someone against the AI is my ultimate Gal Civ dream game. Put the AI on Godlike and let two humans work to defeat it!

 

Yeah, that can be cool as well. 2 humans vs 2 humans teamer games might be fun as well. But my preference is FFA-games.

 

My dream game is all vs all with as many players as possible. Since no simultanous turns system limits the fun factor of having too many human players (but it has other benefits), my prefered game now would be 4 human players FFA-games, all vs all, and the rest of players being AIs on a though difficulty, and a large/huge map.

 

Just be playing the game like I do in singleplayer, but with a human player added here and there.

on Aug 22, 2014

Hope to be there as long as I don't get interrupted to make the world safe for international networking again.  I put an anonymous meeting in my Outlook calendar so people can't schedule crises for me at that time.

 

I know there has been discussion on this, but could you please walk us through how to set up one of our ship designs to be automatically equipped with the latest techs?  I would love to keep seeing Slicer Mk 4, Slicer Mk 11, Slicer Mk 247...

 

I put a note in a post about ship designs.  I find that I can easily make animated parts reach out and magically pass through other ships.  It is especially true while under construction.  Is there anything planned about that.  Can we make that a new type of damage?  "Hah!  I whack your ship.  Hah!  I whack it again!"  Anyway, any thoughts on what happens when solid objects overlap?

on Aug 22, 2014

regarding governance and generally and the talk about adding some automation to assist in larger empire establishments (from last time). would it be possible to have ship yards be able to build a fleet (based on max logistics at the time) then have that fleet patrol influenced space. this would mean auto attacking enemy ships in the zones?

 

some balancing ideas. possibly the fleet which the shipyard builds for this patrol could be drone ships which are destroyed when the shipyard is destroyed. (even cooler if they would just randomly attack anyone who gets in range). in addition when fleet is patroling from the shipyard there can be no defending fleets for that ship yard present.

on Aug 22, 2014

Whatever happened to the tech that allows one to build late game on all possible tiles with some land that would be available that was mentioned a few streams back?  I agree this will advance several planets greatly but it would be awesome to see.

Will there be invasion events that you keep mentioning is being thought about?

What about having the ships that come out of the ship yard on auto guard mode as an option or auto create a fleet if one was attempting to build a fleet instead of constantly clicking this every turn or when the shipyard completes a ship.

Will there be an upgrade all ships of type similar to galciv2?

Will there be an upgrade certain # of ship type (so you don't kill budget)

For custom races will there be a design your solar system option?  Such as system gets 15 class points so you could have 3 class 5 planets if you wanted or 1 class 15 home world?

I'm assuming extreme worlds are coming back... Although there hasn't been much talk about them, could you go into more detail on this please?

Thank you

on Aug 22, 2014

Can you give us more information regarding invasions? The information is very bare bones right now. 

More importantly will there be planetary bombardment module added in t be future? Since the local population is already all killed why not have big siege ships that can rain death upon planets?

 

Thank you!

on Aug 22, 2014

Seilore
I'm assuming extreme worlds are coming back... Although there hasn't been much talk about them, could you go into more detail on this please?

First there is Extreme World Colonization which lets you colonize aquatic, frozen and barren worlds, with 50% productivity, there will be specializations to get these to normal values. Then there is Atmospheric Cleansing which allows colonization of radioactive and toxic worlds, same deal specializations to bring production to 100%. 

on Aug 22, 2014

NorsemanViking

1) Base movement of units in GalCic3 is now between 3-5 tiles a turn, depending on race. In GalCiv2 it was less. 

Actually base movement is 2. Drengin and Terrans have the Fast +1 trait increasing it to 3, the Alterians have the fast+2 trait making it 4. 2 was also the base move in GalCiv2.

on Aug 22, 2014

Right now shipyards can only effectively service a single solar system, or 2 that are very close together. Is there any possibility of decreasing the range penalty so they can become centers of ship building for your entire civ or moved to the front lines?

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