[quote who="Yskonyn" reply="7" id="3844851"] My 1080 isn't able to consistently play 4k at 60hz, so I very much doubt your 8k claim on a 1060, but its besides the point I guess. [e digicons]:)[/e] [/quote] I don't mind the sidebar. What are you trying to play in 4k/8k? Like I said, I doubt you're doing Cyberpunk 4k60, but there are plenty of old games that will perform well. Some require mods, and even then some will definitely look odd because they're from the 90s or 00s a
Exenterator
[quote who="Zuell" reply="4" id="3844836"] To the poster, I would say your GPU isn't meant to run 8k. The thought of 8k on a 3060 makes be think record low fps, lag and jerks. You have a 12th gen CPU so your 32 GB is probably DDR5. Your bottleneck probably is that GPU for high FPS with hi resolutions. [/quote] It was a very hypothetical example and no parts have been purchased. By the time I get around to building, Rap
Suppose as a theoretical baseline system I'll have a 12700k, 32GB RAM, and RTX 3060 12GB. Let's say I want to increase my budget by $200, where's the best place to put it? Are the 4 additional E cores in a 12900K effectively used by GC4 to crunch turns with many AIs and lots of lategame influence calculations? Will I hit a performance wall on the biggest map sizes if I don't also upgrade RAM too? Or maybe I can be content simply not using ludicrous map sizes? Would going to the 3060 Ti actual
As I look toward getting a new system, what are the hardware considerations I should make for GC4 when playing on an 8k TV? My understanding is that the big maps love more memory, is more VRAM or DRAM ideal? Both? Obviously that's complicated for GPUs since you can't customize them, but I'd consider 64GB of DRAM. On big maps with many AIs, will GC4 be able to take good advantage of 12, 16, or more CPU cores? What's the point at which more cores won't help? Will GC4 use Alder Lake's little cor
Expanding on this, perhaps entire separate banks of colonization events that can only happen to carbon, silicon, aquatic, and synthetic lifeforms? A lot of colonization events simply don't make sense for certain races. The number of unique colonization events wouldn't need to change, per se. Rather, let's say you design 1,000 mechanically unique colonization events, so that all races do have the exact same event table. Many of them could be generic and work for all races (There's a ra
More generally, I want the Yor to not feel shoehorned into the game. For instance, don't lock them at 100% approval and make us go to the trouble of manually raising the tax rate to max. Just get rid of those mechanics for any race that's a singular consciousness (biological, mechanical, or otherwise). The way the Yor have been integrated into GC up to this point make them feel like fan additions limited by proper development tools. They're cool as hell and one of my favorite races, but they
I think it's intended for modules to stack, I can't think of any which don't, except for the ones that don't work at all. I suspect this is to encourage you to use fleets. Rather than prevent modules from stacking, I'd prefer the AI be able to field competitive ships and fleets.
Once ultra long range kinetic weapons are possible via multiple acceleration modules, it will be interesting to experiment with them. Would it make the kinetic carrier modules worthwhile? If there's no range cap and enemies must close the entire distance of your weapon range, it might be better to make many medium ships that will obliterate any other fleet before it gets close.
First you must find an existing Kiln of Worlds. Like other special resources and artifacts you can find on planets, you can only upgrade what you find.
Steam 4.1, no mods.
By my reckoning the acceleration field should be making my kinetic ships fire first. During combat they are not, the anomaly guardians with lasers are clearly firing first as I watch the battle play out. A range or damage increase is also not reflected in any stat pane. These test ships were also equipped with barrier field generators, which do appear to be working together. <img src="https://cdn.stardock.us/forums/46/69/4669943/b4109588-9b79-4106-ab50-c600d2c63d47.png"
Testing missile guidance array. I have taken screenshots of tooltip info in the design area, which show no change when the module is added. Forming a fleet with 6 such ships, the stat summary and individual missiles in combat are showing only base damage. <img src="https://cdn.stardock.us/forums/46/69/4669943/9513dc2f-0967-4909-8636-54bdd769595e.png" alt="" widt
Is this thread a better place to report issues? I have made 3 different threads in the support section, and I have no idea if those issues have been acknowledged.
Overloading a planet past its maximum population is already possible by shuttling people with colony ships. Any time a planet is over population cap, people start leaving/dying and the population goes down. I don't see the possibility of destroying cities as a serious way to exploit this versus shuttling people with colony ships.
At minimum the Yor should be given the ability to destroy cities. I agree that everyone should be able to do so, though.
Is this going to be addressed in 4.1? Should I be examining fleet modules?
On this planet, either the planetary conversion or planetary soil upgrade will be unusable. No mods, events, artifact powers, or anything like that have been used. Colony was founded with the mercenary ship Pollen.
At any zoom level, the radiation storm mentioned in the tooltip isn't visible. Edit: I can't find a way to attach my save file. I have it if desired.
Sounds good to me so far
I would agree that the priority should probably be Discord. Creating a community where you can post a question and there's people who will start discussing it immediately is great. It flows so much nicer than any forum could. However, the moment you want to go back and reference something, forums are far superior. I think there's colossal synergy between Reddit and Discord, which is what makes so many subreddits and servers thrive.
Add me to the list of people who would do it again for GC 4. No hesitation.
I will say defense is much better early on. A small hull with one of each basic defense type plus a superior railgun is probably my favorite early game unit. As your miniaturization allows, you can mix it up by swapping out the railgun for cheap lasers and missiles to confuse the AI. Park one of these on every planet and the AI won't touch you until it has a gigantic military advantage. In the early game weapon damage isn't racing past the amounts defenses provide, and until the AI gets large
One thing you'll want to keep in mind is that fleet defense modules stack. In a scenario where you have the resources to carefully design ships specifically for a fleet, you're better off equipping everyone with barrier field generators and field augmentation arrays versus having everyone pack their own shields. Point defense fleet modules aren't as good, but depending on your tech and what you're preparing for, they may still be more efficient than pure individual modules. One sneaky issue i
In my limited testing it appears fleet support modules such as the Acceleration Field and Missile Guidance Array are nonfunctional. They don't appear to cause stat changes anywhere (ship designer stat panel and module tooltips, individual and fleet stat panels and tooltips). I've also attempted to observe their effects in combat by adding/removing them. Damage isn't changing for any weapon. Kinetics are the only weapon with a fleet module to boost range. At first I thought it might be a situa
I think it would be fine to buy as many modules as you care to for a starbase, including duplicates, the same as you can throw as many weapons on a ship as you can fit. Determining a mass budget would be the biggest question. You should probably also gain the ability to scrap old modules to free up mass.