[quote who="Potenzo" reply="1" id="3567219"] Much simpler: allow planets to "sponsor" starbases just like they currently sponsor shipyards. Then divert production directly to starbase upgrades, without constructor ships at all (which are abolished, other than for the initial creation of the starbase, to determine location). Show the progress bar directly in the starbase window. [/quote] This is the solution I tend to prefer.
econundrum1
On another note I'm having a great time learning to model in blender, you see I though even though I need to produce 2D art assets for my factions it would be best to model and render them through blender to get good shading, texturing and lighting effects and it means if they add proper video support for mods I can rig and animate them too.
It takes time to produce good mods, and not all the mods people have produced currently fit steam workshop it only covers ships and factions at the moment. Give it time the game hasn't been out long, it often takes time for a lot of mods to appear particularly for a complex game like this and they've only just started to add limited workshop support.
I'm working on a factions mod but I'm not ready to show it yet the art assets are taking a lot of time as will tech tree modding and I don't have a lot of time so probably a couple of month from making it public have tried a few custom factions.
Incidentally I believe they did already mention on a dev steam that they are aware this is an issue and looking too address it.
It doesn’t really matter if the current system is good or not, if you are requesting a change then you will find being rude gives people no incentive to co-operate or take you seriously. Responding to people trying to point this out to you with more cheap insults is unlikely to improve the way people perceive you; yes I know you will respond to that with “What do I care what you losers think of me, yada, yada, yada”. I had a friend who was like that in his teens, it
Most people probably are waiting for the proper 1.1 release, in addition with the time I have the mod I'm working on will take some time particularly was I'm trying to produce art assets through Blender rendering for it. I think there will be plenty of mods start to appear once the 1.1 patch is out of beta.
Pretty pointless I'm sure most mods will also be available from other sites like nexus anyway.
Well after Moo3 I'm not going to get too excited until it's out and reviewed. In anycase GC3 is going to be my main obsession for a while yet, but more games in the genre are always welcome. Moo2 was very unbalanced the creative trait trumped everything, still fun though.
I believe the answer is not yet, they mentioned in a Dev-stream they intend to add one, but it's going to be a little more complex to implement in this game so might not be here for a little while.
I don't know I kind of think in the "Age of Expansion", Expansion is kind of intended to be key and it does kind of make sense that occupying more planets gives you access to a lot more resources. But you are right in that the ideology system and it's power along with colonizing being the best way to get more points in it early game, does kind of mean nothing else matters. I also agree that you don't need a military early on unless there is a pirate base fairly near and ev
Personally I'd like to see all the major stock races get a non-robot scientific adviser like the humans, (well except for the Yor of course). I'd rather see it in a free patch than as DLC though I have the founders deal so it would make no difference to me if it where DLC :-) I'd also like modders to be able to add their own advisers for custom races at the moment as png files as they can with the leaders.
An example from FlavorText.xml YOR_TO_ALTARIAN_FIRST_CONTACT FACTION_YOR FACTION_ALTARIAN Your integration with technology is impressive, but the flesh still holds you back. 100&
There is a Hated Faction attribute for each faction in the XML and there is flavor text that can appear when dealing with certain races I think it is possible to mod more in already.
Stardock is just about the only software company I have complete faith in when it comes to doing right by their customers. Not to mention producing two of my favourite games ever GalCiv2 and GalCiv3. Long may Stardock prosper.
Most of these look like pretty good suggestions for UI enhancements, I hope stardock sees this and takes note. Nice to see a thread with some constructive feedback on the UI rather than those just complaining.
[quote who="ExNihil" reply="6" id="3558520"] Well, money for money's sake might be a thing in RL but in this game it simply a resource that is interchangeable to a degree with other resources, namely production in this instance. It would be (in my opinion of course) more interesting - both conceptually and game-mechanic wise - to use credits in more elaborate ways and in more mechanics. [/quote] Fair enough, we will just have to agree to differ on that.
I also have to disagree, I find the game every bit as much fun to play as the reviews suggest and that it does have a few minor flaws forgivable because of it's size and scope as reviews also tend to mention. I think the professional reviews are a good reflection of the game at least in my subjective opinion. As to the idea that stardock continuing to keep a team working on the game is an admission that it was not ready for release or that they don't think the game is good as
Cyborgs could just get a farming bonus and a production penalty since they need to maintain themselves. Cyborgs can easily be done and flavor wise organic events will still effect them and the Yor still might refer to them as Meat bags since they are part meat.
I have to say I find the game very stable, I've had one hang since it launched and zero crashes maybe specific to the ops system.
[quote]In my opinion the game is currently heavily biased towards Research and/or Production in comparison to Credits. [/quote] I agree with you on this but that's actually how I like it money for moneys sake is a bit dull and most of your suggestions would make money far the most important thing in the game.
The tech tree thing is easily overcome when modders produce more tech trees, the problem is there is no modding solution at the moment allowing use to filter events via race traits so even modders can't address that as it stands.
No real need to delay this I'm happy to accept it on the basis it's an internal tool not designed to be user friendly I can always enhance that side of it myself. The alternative that I'm seriously considering if I can find the time is to create my own JAVA utility to do it. But given how little time I have that might take a while and I'd rather spend anytime I have modding.
I've managed to run my economy at a loss just through the size of my fleet on a few occasions, guess it might depend on the settings you choose. But generally I do build maybe 70-80% more research and production buildings than economic because it is less useful, but I prefer it that way. Of course excess cash can be spent in diplomatic trading as well as rush building and upgrades so it does have uses.
There is a mod section on the forum and a journal post explaining the basics of mod making, mostly it involves modifying copies of the XML files that hold the games data saving them in the correct folder structure. You can also add art assets. I suggest have a look at the mods section of the forum and ask a few questions there, modding tech trees involves a couple of different files but depending how much your modding them could involve more.