[quote who="Petri Kokko" reply="28" id="3576514"] I think the question we ought to be asking is not "what's the best UI solution to micro-manage the percentage split so we can complete builds in exactly 1 turn" but "why isn't the computer doing this for us?" [/quote] There are many times when I've wished for that because it would be a lot less hassle than the current system but I'm not convinced that's the answer. I would only consider using it if i
MacsenLP
[quote who="marigoldran" reply="25" id="3576486"] Get a mod that prohibits manipulation of the wheel. [/quote] What I'd want is to be able to set individual planets production without entering the planet screens. To use the planet list page and also the planet queue to the right of the tactical map. I don't know if modding that is even currently possible??? Apart from being able to change the odd text/xml file I'm not a modder.
[quote who="Darkscis" reply="23" id="3576476"] Not to be an arse here but how can you argue that 1-2% makes a difference here and then say you want the wheel gone and an arbitrary 100%, 50/50 and 33/33/33 button further up? If you were truly a micro manager you would want the wheel to stay because of exactly the reasons that you posted directly above - that 1-2% could make a difference between getting something out in 1 turn or wasting overflow. There definitely needs to be some improvem
[quote who="marigoldran" reply="21" id="3576458"] 1-2% doesn't really matter. [/quote] The reason I would split my production up at all is because I probably want something completed that turn like a building or a tech or both and with the leftover amount put into something else so it's not wasted. 1-2% out could mean that thing I wanted done that turn doesn't get done. Stardock gets the fact that the scope of the game is too l
[quote who="marigoldran" reply="19" id="3576454"] The production wheel is freaking AWESOME (how dare you say otherwise ) . [/quote] :D Do you have compound eyesight? When I'm micromanaging because the current system forces me to to achieve the best results and I want to find the exact! spot on the wheel that gives me 57% production, 17% research and 26% wealth I can't just look at it and know intrinsically where I need to click (unlike perh
[quote who="marigoldran" reply="16" id="3576419"] You're allowed to make your own control groups of planet sectors. Control Group 1 would be research, group 2 would be manufacturing, etc. Or maybe Control Group 3 is research. Doesn't matter. Up to you. When you want to change a Control Group's production, just go to the economic button and click the option "change only this control group's economy." Every time you colonize a
I don't absolutely hate marigoldran's proposal but how would you show which planets are in what group at a glance on the tactical map and planet list? I think it has similarities with the proposal I made in one of eviators threads I've copied and posted it below with some tiny additional thoughts. My groups or "focuses" have set amounts of % production for manufacturing/research/wealth and could be more easily displayed on the map and in tables. They are also one
[quote who="Stalker0" reply="28" id="3576200"] I vote for a Global Wheel over the Per Planet. [/quote] [quote who="Stalker0" reply="28" id="3576200"] I couldn't make 1 wealth world that could cover all of my planets, unless I made a lot of them or dedicate enough of the global wheel to wealth....which would be a massive opportunity cost. It would force players that focus on tech to lose on production, and vice versa. You could specialize pl
A Suicidal difficulty Let's Players proposal... The game needs an economy system that has little micromanagement without dumbing down or sacrificing control over your empire too much. Suicidal players tend to devote a 100% of production in one area until that job is done. This is the best strategy, this system would enable you to do that and reduce micro. I would use an individual planet focus system to separate production (Manufacturing*/Resea
I've posted about this before couple times as well, https://forums.galciv3.com/467771/page/1/#3570817 even posted a video showing and explaining the problem. Just noticed dansiegel30 replied after Island Dog (Stardock) did 2 weeks after I posted it, back from holidays perhaps. [video]https://youtu.be/T1KzbeEijsw[/video] Although I don't think it's one of th
This video is an excerpt from a Let's Play I'm doing on YouTube so SPOILERS for that. It shows and details an Invader Casualties Population Bug that has been in the game awhile now. Game started with v1.033 (not mentioned as fixed in 1.1. notes) [video]https://youtu.be/T1KzbeEijsw[/video] If you want to check out the full Let's Play for more bugs, constructive criticism and whooping of Suicidal AI links below.
So it looks like I'm finally getting round to posting my videos here :) Hardest difficulty only, I've been playing Galactic Civilizations since Gal Civ 1. 100's hours experience in GC3 if there's a more knowledgeable/competent player doing GC3 Let's Plays at the moment please let me know, because I'd watch them myself :) Iridium Corporation Let's Play Playlist - Huge/Suicidal <a href="https://www.youtube.com/playlist?list=PL
Reply to naselus I don't believe I disagree with your interpretation of what Beta testers are naselus but just because something is standard practice doesn't make it the best practice. And lets be honest the Galactic Civilizations Beta was never really a true Beta because the game wasn't feature complete right up until Beta 6 it was really in alpha until then. People were giving feedback before features were implemented but Stardock stuck to their plan of making GC2.
[quote]Are they forgetting to subtract the invader casualties? [/quote] I posted this as a question in the last stream thread, I came to the same conclusion. Don't know if anyone's filed a bug report. It's a bug that positively effects the player (who's usually the invader) so certain people won't be inclined to :)
Been enjoying your posts recently marigoldron, hope you keep at it doubt you will get through to Stardock though with your concerns. My feeling is Stardock have their own vision for the game and their own timetable for doing things, and don't divert from that basically at all unless they get an avalanche of feedback. I felt as if the Beta testers were mainly ignored I believe there was very little added or removed from the game based on Beta tester feedback. My feeling i
Thought I'd ask some questions that currently concern me in the hope that they get answered in stream later. 1. Is Stardock aware that the Drengin and Krynn Abilities were changed in the last version of Beta 6 why was this and what patch are they going to be changed back if at all. Paranoid Drengin etc... 2. Is Stardock aware of the invasion bug where invader casualties are not factored in (the population of a taken planet is to high) I haven't tested
[quote]I think there’s a special place in hell for people who spend 90 hours playing a game only to tell others that it’s not worth playing. [/quote] Gal Civ 3's current user review of 74% seems pretty fair to me, and many though not all the negative reviews I've read make fair points in my eyes . I don't understand why the game was released when it was. Beta 6 made a lot of good improvements to the game in a very shor
[quote who="Waervyn" reply="14" id="3553414"] It is stickied (although here they call it pinned). [/quote] Well I feel pretty stupid right now, I always the read the recent posts page I never bother with the categories. I'm surprised more people haven't posted videos here tbh.
Is there any chance of this thread being stickied? e.g. like they do on the Civ 5 forums. Seems little point posting video links here since the thread gets buried in traffic from other threads almost immediately.
For those that have the time to watch videos this should help. Terran Alliance/Huge/Suicidal [video]https://youtu.be/7ZfoIZvYMJ8[/video] Playlist: https://www.youtube.com/playlist?list=PLHMuUHsmNFlSOucYEDXdF3tO8h1h70W_U Macsen.
If only there was a video that explained Adjacency... :) [video]https://youtu.be/5g46F7SXZQ4[/video]
Just made this public on YouTube the first video of my Galactic Civilizations 3 Guide Series, please let me know what you think and if you like it also what topics you'd like me to cover in future videos. [video]https://youtu.be/eoIZDU13xVo[/video] I'll also be doing a Let's Play on my channel after the games release too so please check that out here: http://www.youtube.com/user/MacsenGami
[quote who="Larsenex" reply="43" id="3532604"] One-turn overflow is in beta 5 (!), but it's not pretty. New post to follow. [/quote] Just tested it myself, it's really implemented weirdly now I understand why Paul might have thought it was in/working.... almost understand. First thoughts, not a great system at all for buildings from a 5 min test I've done (I know that's not much) research might be o.k. not tested ships.
[quote who="Tooonz" reply="29" id="3532426"] Anyways, in relation to this post, he said that the overflow has been fixed. He never stated what was wrong with it, and he said he didn't have a good way to show to show it, but hopefully everyone will quit complaining about it now. So apparently they fixed something to do with it, but he gave no demonstration. [/quote] Don't get the sudden optimism in this thread all I'm getting is deja vu, Paul says it's fixed a
[quote who="mortili" reply="18" id="3532255"] the way it worked in b3 was that the overflow was added AFTER you click turn on watever new tech you selected. basically in rare cases you would complete 2 turns research in 1 Turn. [/quote] I'm sorry mortili but I think it's more likely you're wrong, imagined it, misremembered or whatever. I did a YT Let's Play for Beta 3 with the Yor, if there was research overflow then you'd