I cannot target any of my cities when I attempt to cast Sacrifice, even thought they are over 100 population. I didn't put this in support because I don't think it's a bug. How do I successfully execute sacrifice?
Chipwich
That's really disappointing. I was hoping that the A.I. wouldn't cheat at any level like in Galciv2.
I doubt that anyone will use the handicaps. Most people will only alter the basic difficulty.
[quote who="Frogboy" reply="14" id="2609957"] I can't imagine why you are testing the servers when so few elements are in the game but I'm not a developer. Which elements (as opposed to content) do you think aren't in the game? The piping is in for most of the main game features. They just don't have content hooked to them. Tactical battles are about the only element of the game that hasn't been made public yet. Obviously without content, the features are
I can't imagine why you are testing the servers when so few elements are in the game but I'm not a developer.
I think you are overestimating Players are willing to go through the trouble of modding, especially immeadiately once the game is released. The galciv 2 mod community wasn't very vibrant and seemed to die around the release to TOA.
You are seemingly forgetting that players will still want the A.I. factions to be fleshed out by the developer- consider that though almost everyone played with a custom faction in Galciv2, they were still happy playing against Drengin and Yor. So please don't liquidate your old ideas.
you can autoexplore? how?
I don't like the way that this game is going with half-race children based on the dev journals. Having your children turn into monster babies would make players make bad gameplay decisions based on wanting a good character to look at. No one will want to make a marriage with the goblin types and everyone will always marry the Slaaneshland guys. Just have a child from this marriage be one race or another please.
What should I do if there isn't a ~?
What do you mean by that?
http://pastebin.com/m9556b20 http://fogbugz.stardock.com/default.asp?pg=pgPublicView&sTicket=72190_46qg After creating a city. the game slows to a crawl at the research screen, and then remains slow until a crash, which soon occurs.
The debug message was so large that pastebing couldn't load it. Debug: http://pastebin.com/m15343cb4
One of the things that is lacking in most 4x games is forming alliances with factions that have a mutual goal but not the best relations. Normally if you want an ally, you have to be best freinds for the entire course of the game. I propose that there should be a mechanic that allows 2 cobelligerents to have the gameplay benefits of an alliance for the duration of a war regardless of relations if Faction A considers faction B to be less of a threat than C.
One thing I would like to get out is NO WAREHOUSES. It overcomplicates things and makes players dendent on such an unmajestic building. Jus make an unlimited national resource pool.
I can't say im that fond of the art design- It looks like some wierd watercolor thing. Is the story still based on Altaria?
I got this event with mega-events off and I have to say it disupted the game enough to qualify as a mega event. It can seriously mess up the balance of power, especially if the A.I does not take advantage of it right away, which only some of them seem to do. I had to restart the game because the idea of suddleny having 30 planets to colonize and build seemed really tedious.
One of the bigger problems with the economic system is how industry relies on money. This is made worse by the new tech trees. For example, the Drengin and Korath have all these badass industrial improvements but can't use them without money, which they are way short on. THe Torians and the Krynn, can set their own pace of industry and can finance it because of their economic bonuses, making them the mose powerful.
There are a lot of unfixed problems that go back to dread lords, like the mysterious difference between Morale and Popularity and the fact that since alliances tech is required to form an alliance with the A.I. I is very difficult to do so without tech trading on.
Speaking of techs, the tech editor is a confusing mess that I can't figure the first thing about. I just want to switch some techs from the Iconians over to the Drath to create a Arnor-Worshipper themed race, but I can't figure out how to use the editor at all.
The Korx, bizzarly, do not have the first market improvement or a technology for it.
The Drath tech tree still has healing pools. and the divergent evolution building looks too much like the Toian transport thing and is pretty weak.
Are the Drath still supposed to have healing pools in their tech tree? This was in the beta, but I thought it was a placeholder for some other tech.
Have the Drath/Altarian tech trees been finalized yet? i remember htere still being holes in beta 5.
[quote] Kinda wish you could retcon the Korx and Drath back into GCIII. I honestly really don't see why they couldn't continue to exist in the Sandbox mode in GC3... [/quote] Didn't the Korx survive DA? I specifically remember guiding the colony ship out.