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Posted: Mon, 18th Aug 2014 23:33 Post subject: |
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briangw wrote: | Link? I just searched ISO.org and didn't see anything re: beta software.
Although not a legitimate source, wikipedia does say "Some software is kept in perpetual beta—where new features and functionality are continually added to the software without establishing a firm "final" release." Other definitions I found often state design changes often occur.
Following your comment, Elite Dangerous beta shouldn't even be called that where not all of the content is even in it. |
I'll put this in spoilers so as not to derail the thread -
Spoiler: |
It'll be in ISO/IEC 9126 or ISO/IEC 25010:2011 (this one replaced the former). There's no sense in linking the official ISO site since they actually have the balls to hide the docs from you unless you pay (and there's no yarrr linking allowed  ).
Several years ago the discussion came up (I think it was for a Total War mod), and someone actually linked the photocopied page out of the book.
Regardless, it's a generally accepted principle that "beta" is either full feature completeness, or ALMOST feature complete. Doesn't seem to be the case here.
And yes, you're right, Frontier Developments are guilty of the same exact shenanigans and misuse of the word to peddle more copies.
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Not going to bother with this in its current state, but it does make me wanna go back and play GC2 again. 
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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Posted: Tue, 19th Aug 2014 04:01 Post subject: |
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I bought the elite founder edition for 26Euro on Kinguin.
Named my planet after me, got my name in the credits, and got future expansions/dlc for free!
Great deal.
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Posted: Tue, 19th Aug 2014 15:22 Post subject: |
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I am not sure why, but I found GalCiv 2 extremely boring
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Posted: Thu, 16th Oct 2014 21:17 Post subject: |
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Posted: Thu, 16th Oct 2014 21:19 Post subject: |
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I noticed, ill play later today to see how it is.
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prudislav
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Posts: 29148
Location: The land of beer and porn
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Posted: Tue, 21st Oct 2014 14:06 Post subject: |
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Posted: Thu, 11th Dec 2014 19:57 Post subject: |
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dethy
Posts: 3109
Location: Conclave of Shadows
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Posted: Fri, 12th Dec 2014 05:09 Post subject: |
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Anyone try it yet?
My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 128gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.
Derpsole: Nintendo Switch, Derpstation 5 Pro
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Posted: Fri, 12th Dec 2014 13:37 Post subject: |
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Not yet, and without some real combat im not even gonna try it.
Lets wait for the next update.
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Posted: Tue, 14th Apr 2015 00:23 Post subject: |
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Beta 5.2 got released:
Features
Added Prototype Survey Module (requires a strategic resource)
Added Prototype Elerium Weapon
Added Prototype Anti-Matter Missile
Added Hull Reinforcement module (requires Durantium)
Performance
We now only update fog of war when required (its an expensive calculation to run so this is a significant performance improvement)
We now only update the minimap if the moving object is visible to the current player (minmap updates are expensive too)
Only update the minimap during the local players turn to minimize interturn duration
Improved the speed of research progress searches (developers said something about adding a hash table, i have no idea how hashbrowns make the game faster, but apparently they do)
Improved game start speed (optimizations setting up player research)
Improved game load time (no longer uses a separate process to generate the atlas)
Fixes
Many multiplayer crash fixes
Fixed an issue where combo/list boxs may scroll out of the available area
Fixed an issue for the mood breakdown tooltip in the diplomacy window
Fixed bug where if an AI player attempted to attack an undefended player it would notify the player about transports
Fixed an issue where influence would be incorrectly calculated
Fixed a lighting issue in the ship designer and shipyard
Fixed a crash when UP voting
Fixed an issue where players cant unlock extreme worlds
Fixed the Adaptable ability
Trade Resource descriptions now fit in the field
Fixed an issue where ideological events could cause crashes in multiplayer
Fixed bug where the multiplayer lobby player faction comboboxes stopped working whenever the list of factions changed via another person joining the lobby, caused by listbox-in-combobox-in-listbox sizing not working correctly
Fixed a multiplayer desync caused by fog of war updates
Fixed a multiplayer desync after making a trade
Fixed a multiplayer desync when constructing a shipyard or starbase
Fixed an issue where players could be awarded Jupiter through an ideology trait
Fixed lots of wonky text clipping issues, now if the text doesn't fit in the area it will smoothly fade out, but fixed numerous screens so text doesn't overflow
Fixed a crash if a planet was selected when exiting to the main menu
Fixed a multiplayer crash if more than 3 custom factions are in the game
Fixed an issue with the upgrading icon not working
Fixed an issue where ideology points weren't being spent
Fixed two crashes that could occue when invading a planet
Several obscure crash bugs fixed
Fixed an issue where you could queue up a 1 per faction wonder on multiple planets at the same time
AI
The AI now terraforms
The AI now trades ships with other AI players
AI Strategies updated to support more behaviors based on the faction traits
Minor modificatiosn to the govenor strategies
When the AI wants to kill you, it checks to see if it has transports, if it doesn't it b-lines for them if possible
AI Early game strategy now ends at 20 turns
Modified various AI strategies
Modified relation weights (generally lowered the amounts)
Weaker military is now a negative instead of a positive
Modified faction AI catregory weights so that they always equal 100 total and made them more differentiated per faction
Rebalanced the power calculation such that it weighs more on ones overall production and less on influence and such. (will continue to play with this)
Modified MorePowerfulThan and LessPowerfulThan to have a 20% give either way
Added a relation modifier if you are ripe for conquest, some AI players are strongly weighted by this (the Drengin), some aren't
AI is less likely to trade ships or propose ships, starbases and planets in trades (we know you have been exploiting them!)
Added a particle script for Promethion and Thulium
Changed engine colors for the Thalan and Yor
Added a new nebula graphic
LOTS of updates to the AIStrategydefs.xml
Support for using weapon tags in the tech tags
Diplomatic modifiers rebalanced
Drengin tech tree updated to use tags
Terran Alliance is now Diplomatic personality trait instead of Scientific
Diplomatic is a new personality trait (Diplomat trait means that those players will tend to research diplomatic techs and stay out of war via their diplomacy and/or manipulating others)
Cultural trait has been added (Cultural tech means that that player will tend to embark on cultural victory and taking planets through sheer cultural might)
Krynn are now Cultural instead of Spiritual
Yor are now Scientific instead of Opportunistic
Iconians are now Cultural instead of Spiritual
Thalan are now Diplomatic as well
Updated balances to change constructor behavior
AI contact with player increased (AI contact is now roughly every 12 turns instead of every 20)
Credits the AI will ask as a minimum is now 75 instead of 150
Minor tweaks to the governors
More types of AI ship roles added to provide more variation
Lots of work with the AI ship roles
Prototype modules made into Support Modules (for now) to keep AI from being unable to build stuff
New AI Ship types include Bomber, Interceptor and Capital ship
AI now has the concept of a weapon and defense strategy
AI updated to support new AI ship classes.
There is now a slight amount of randomness in what the AI thinks is the best battle rank for a ship class (so it may sometimes build an older unit)
New ship selection algorithm now goes through the ships it could build and rolls for the best one (no longer weighted to pick the first in the list)
AI will generate a weapon and defense preference strategy (The AI will pick beam, kinetic, or missile as its preferred weapon. Once it does this, it will zero out the military value of non-conforming weapon techs)
The AI will reevaluate its choices on weapons if they get a weapon tech that is much better
AI looks at its least favorite player and will tend to pick its defense techs based on what their least favorite player's weapon;n choices are
Rebellion points now takes into account the player's resistance and approval to drastically reduce the amount generated if those things are high.
Balance
Modified the map setting means. Mainly, fewer black holes, more habitable planets.
The normal research pacing is now 25% faster than it was to speed of the pacing of normal.
Starting credits reduced to 1000
Added some early terraforming improvements so that players can upgrade planets right around the time they start to run out of tiles.
Modified relation weights (generally lowered the amounts)
Only the top 6 factions are available to vote for UP leader
Adjusted the UP voting weights
UP meetings are typically every 25 turns instead of every 12 turns
Art
We liked Saturn so much we put a ring on it (ie: some planets have rings now)
Added new Ascension and Economic relic particle FX
Added 6 new weapon models
Asteroids are now lit by stars
Reduced the length of engine trails slightly
You can see ships flying around planets now
Moons eclipse planets when passing by them
Lord Kona moons planets when passing by them
Added oribiting ships for the shipyards
Added orbiting ships for the starbases
UI
Enchanced 'rebelling planet' tooltip information to include influence ratio between colony and tile owner
Added a tooltip explaining why you cant save your custom faction if there is an issue
Added adjustable mini-map zoom increment
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prudislav
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Posts: 29148
Location: The land of beer and porn
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Posted: Wed, 22nd Apr 2015 19:27 Post subject: |
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http://www.pcgamer.com/galactic-civilizations-iii-coming-in-may/
Quote: | today Stardock announced that the game will be ready for full launch on May 14.
Stardock says Galactic Civilizations 3 is "the largest and most diverse sandbox strategy" game ever made, with an "effectively infinite number of ways to design and deploy starfleets" and numerous paths to victory. Rulers can conquer the galaxy with brute force, or take a more peaceful approach by creating a culturally-enlightened society that other races will line up to join. The game also offers extensive mod support, allowing creators to add just about anything they can think of, from new ships to entirely new races and tech trees. |
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Posted: Sat, 25th Apr 2015 17:42 Post subject: |
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Has anyone actually played this at length here? What are your thoughts about it?
I'm thinking of buying this one, but I just don't know, if I should, or not. I played a fuckton of Galciv II, but obviously this is only worth it, if they expanded on it or refined it further. Have they?
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Sun, 26th Apr 2015 11:02 Post subject: |
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nice cant wait for Kerbals to be galactic overlords 
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JBeckman
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Posts: 34997
Location: Sweden
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Posted: Fri, 1st May 2015 19:28 Post subject: |
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http://steamcommunity.com/games/galciv3/announcements/detail/209758898031900181
Stardock has released the sixth "beta" version of the game or rather this is the release candidate before the full release.
Quote: |
We’re so close to release we can almost taste the sweet syrup of removing that Early Access tag and welcoming everyone to Galactic Civilizations III with no caveats.
Well, no caveats other than “we’re going to keep working on this game, releasing free patches and more content for years.” Which is a promise to our players, not a warning.
Beta 6 is more or less a release candidate. We implore you to take the “it’s just a beta” excuse off the table and give us your feedback as if Galactic Civilizations III is a released game. See Stardock CEO’s Beta 6 preview for more on how we’re approaching the release process, how Early Access has made Galactic Civilizations III a better game, and more: http://steamcommunity.com/app/226860/discussions/1/618460171327189089/
Among the many improvements in Beta 6, we’ve added high dynamic range lighting, new resource-fueled planetary structures, and another round of massive AI and performance improvements. Please, tell us what you think.
Read the full (gigantic) patch notes list here: http://forums.galciv3.com/463670
Thanks for your support, and happy conquering!
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Posted: Fri, 1st May 2015 22:57 Post subject: |
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I bought the game (fan of 4x).
Just had my first game, went like this: AI rushed colonization, so I was left with inferior planets, so I specialized on trade, diplomacy, influence. Like a true malevolent imperialist, I worked my people to the edge, gained economic advantage, built out a superiour trade with basically every enemy, then convinced them to declare war on each other, whilst I built up culture space stations, I watched the plebs battle it out, whilst their planets rebelled and joined my cause.
At the end, there can only be one!
Top lel.
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A-A
Posts: 3156
Location: New york
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Posted: Thu, 14th May 2015 20:32 Post subject: |
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Not showing any fonts and I've run the font exe
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A-A
Posts: 3156
Location: New york
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vurt
Posts: 13858
Location: Sweden
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Posted: Thu, 14th May 2015 20:44 Post subject: |
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Is it a lot better than GalCivII (which i really liked).. haven't really followed this one too much.
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Posted: Thu, 14th May 2015 21:03 Post subject: |
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It is better than Galciv 2, but it doesn't innovate enough, if you ask me.
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Posted: Thu, 14th May 2015 21:04 Post subject: |
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Still the best 4x, that I like most is Endless Legend.
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