[quote who="mortili" reply="9" id="3532015"] the point is that overflow doesnt change much when it comes to micromanaging [/quote] There's massive amounts of wasted production and research if you don't micromanage currently (up to 99.9% in a turn in some circumstances), overflow would alleviate the need to micromanage to prevent waste. If you don't care about that then well are you really playing the game to win or just clicking randomly and hoping. I
MacsenLP
[quote who="Rand Johnson" reply="7" id="3531977"] I really don't see a problem this. [/quote] Do you want to expound a little on why you think that? One sentence doesn't say much, it suggests you don't know what we're talking about.
[quote who="BuckGodot" reply="5" id="3531867"] IMO, some of beta testers have been their own worst enemies on this subject because they keep confusing two SEPARATE complaints into one. [/quote] Yeah I agree we should be aiming and asking for the minimum that they've said will be be the case at this point, I've agreed with that for quite a while. People can ask for more later. You're right it muddies the waters a bit, but even so with all the excuses o
[quote]This is yet another thread intended to get the attention of the devs to fix the bug with one-turn overflow. That is, if you finish a building or ship on turn N, the extra manufacturing left over that turn should be applied to the next building/ship in the queue on turn N+1. On today's dev stream Paul said the devs tell him it's working. But it's not, and worse it takes literally one minute to prove it. It is the most repeatable bug I've ever encountcered. It is so
[quote who="eviator" reply="28" id="3529886"] Paraphrased: "if you have a group of 10 ships that cost 20 per ship and the ship yard has 200 production", he was about to say either: "you will get them all the next turn" or "you will get them all after 10 turns." The difference is vitally important so the timing of Brad's entrance was uncanny. In context I think he meant the former. It doesn't matter, though, because he said it's an idea that, if implemented, we woul
[quote who="eviator" reply="24" id="3529864"] First question of the stream, Paul says one turn overflow is already in. Wonder which beta he thinks it's in. [/quote] I missed the start of the stream, (was an hour earlier than normal for me, time zone daylight issues I assume) good to know they answered a question on this, first one as well. I asked a couple times late in the stream thought they were ignoring it again. Paul responded to the overflow question in
[quote who="mortili" reply="18" id="3529499"] There is no "production" overflow in GC2, research could overflow, exept when you get to the end of a Tree. for Manufacturing we did get the bc, spent on Manufacturing not used, back. [/quote] Looks like I've been remembering incorrectly (so used to other games since probably) should have checked my facts, apologies. That was a fully working system they had going there though, no real waste wha
[quote who="erischild" reply="16" id="3529452"] I think it is indeed your own personal opinion. I am expecting one per turn overflow. Personally, I don't find that fundamentally flawed. I hope that is okay and that I am not being cavalier. You seem to have some disdain for those with this differing set of opinions. [/quote] I've tried to express my opinions in a forceful manner not meaning to cause offense but to show my frustration and get my
[quote who="Franco fx" reply="14" id="3529424"] I understand where you are coming from and I suspect there will be some concessions on this but it seems they are adamant that there will not be production exceeding 1 per turn. It's like the people who ask incessantly for tactical combat when it is clear that it is no going to happen. [/quote] The tactical combat analogy isn't quite the same, production overflo
[quote who="BuckGodot" reply="12" id="3529374"] I'm quite serious when I ask this. How many Turn Based 4X games have full production overflow like some are asking for (and not the one turn one that is supposed to be going in). I am almost certain that the granddady of them all, Civilixation, doesn't let one build multiple things per turn. Real Time 4X games? Sure. But TB ones? Again, how many let one do that? I ask because I'm not fa
[quote who="Franco fx" reply="10" id="3529308"] Yes, I agree with Buck. When you can build production to a point that you can build any ship in one turn, research any tech in one turn and earn thousands of credits each turn, what is the point of worrying that excess production is wasted. [/quote] That happens only in the late game, I hope irl for your sake your not so cavalier with your resources you may need an accountant to manage your finances if so :
[quote who="BuckGodot" reply="4" id="3529016"] Part of the problem is that there are two SEPARATE complaints. There is a group that wants to be able to build three, four, or ten things at once if they have the production to cover it. And there is another group that simply wants to be able to carry over production to the next turn to help build one more item. The devs have said the second is what they'd like while the former is not what they want for game balance rea
[quote who="BuckGodot" reply="1" id="3528839"] Last I heard, production overflow for one thing is supposed to be in. That it isn't is a bug that will be addressed eventually. [/quote] Stardock are asked about this just about every week in their streams and there's been multiple threads on this topic since the Beta's started and probably before that. I don't feel Stardock are listening on this topic, certainly not the devs who are ab
I agree with OP, tech trading is an unrealistic time consuming tedious boring exploitative feature that has plagued 4X games for many years and the Galactic Civilization series has been one of the worst offenders. The fact that your forced to use it to keep or achieve tech parity makes it an even more vile mechanic. Gal Civ 3 seems to be embracing this unimaginative feature more than many recent 4X games and in my opinion it will be a worse game because of it. Tech trading w
[quote who="peregrine23" reply="25" id="3521861"] From watching the streams, it seems like the issues raised in this thread are major blind spots for Paul. In at least 80% of streams manufacturing overflow comes up. EVERY TIME Paul says its in the game, when every player knows it's not. [/quote] I get that impression as well, in the recent stream it wasn't possible to see if production overflow is now working in their version since they spent the vast
Good to hear Paul talking about design philosophy in the 6th Feb Stream, not surprised to hear they can't implement more than 1 ship per planet/shipyard per turn I guess even with 64bit the game can't potentially handle thousands of ships. At 11:49 Paul says we overflow 1 (in regards to ship production) Well it's not in the betas!! If they have it working in their version of the game that's great to hear though. I think that will make a lot of peop
[quote who="Empress_Fujiko" reply="10" id="3518180"] If I remember correctly, in one of the last streams (probably on January 16th) Paul specifically said that even with production overflow you will be able to produce only one thing per turn. The same goes for research - only one tech a turn. [/quote] Yeah I believe he's said it a number of times, while I don't necessarily think it's the right decision* at this point I'd just happily have produ
I came on here to post a thread on this topic glad to see someone has already. Was going to ask about it in the stream tonight as well I have previously also but the stream was a total car crash into a dumpster fire so I watched it on YouTube. [quote]Worse, every time it's been brought up in the dev stream Paul seemed surprised by it. [/quote] I remember that, and the despair Paul's response made me feel. This issue is ser
[quote who="Dumhed" reply="1" id="3512027"] Glad someone else noticed. https://forums.galciv3.com/459870/page/1/#3511194 I think the problem is not just volume, but the EQ. [/quote] I've had negative comments on YouTube about the sound effects as well so it's definitely a problem. Stardock seemed to say the reason for them not putting out the combat viewer before it&
Could really do with some feedback... So created new LP recorded 5 videos so far uploaded one below. The loudest new game noises are altering the planet and ship yard queue but there all loud. Check 4:35 onwards in the video to see what I mean. As I mention in the video there's no way to lower there volume you can turn them off by muting the sfx but that turns everything off. There's a stop sounds option in the debug console but that does
Just literally uploaded this to YouTube 2nd video is out shortly aiming to release a new vid daily at 16:00 UTC. [video]http://youtu.be/VXu-etKmSFo[/video] Playlist Link: http://www.youtube.com/playlist?list=PLHMuUHsmNFlRe_0n15mJP-glqzpgBZFZv Hope you like it if you do you may want to check out my channel and my other 4X Let's plays out here: <a href="http://www.youtube.com/user/M
[quote who="eviator" reply="2" id="3493026"] Props on giving a tip to skip the econ description. [/quote] Thanks, it did last a bit longer than I meant too and I guessed more experienced players might not want to watch that bit. If I'm honest I think I should have waited to get some buildings built (for examples) before tackling adjacency etc. I ended up more talking about bonus tiles. Hopefully for newer players the inf
[quote who="ForesterSOF" reply="1" id="3493005"] You could do this for final on dif aspects and civilizations as videos tutor for would-be and new players. [/quote] Most the videos on my channel are Let's Plays but I try to go into a lot of detail so they can be walkthrough/tutorial ish I think, but yeah I'll definitely consider doing some 1 off condensed information style videos when the game comes out.
Thought I'd post my Let's Play on the forums, YouTube's search feature isn't great. It's new out yesterday (playlist below) with a new vid daily at 16:00 UTC. [video]http://youtu.be/grhaEJAj85g[/video] Playlist Link: http://www.youtube.com/playlist?list=PLHMuUHsmNFlSloWf9uAYXx4o9-xXavZt8 Hope y
10 turns construction is way too long. 5 turns would be more reasonable. Also I think they should be destroyed once used. Surviving the death of a star doesn't make much sense.