This particular game had maybe five hours on it, and the currency went negative to at least 8 digits from roughly positive 6000 BC. The value in question isn't showing in the savegame file so I'd presume an interger overflow occurred somewhere. I have the savegame if anyone wants it.
primarycolorman
Planet bombardment seems to be a function currently of the troop module. Maybe it'd be better/easier to do it so that the more troops are in a fleet stack, the lower the bombardment cost (efficencies of scale and all that). Just have to add in a 'cancel' button so you aren't required to land your troops immediately after bombardment. Or, maybe add a troopless ground bombardment module.... It'd probably work within the current framework..
Just curious, but I'm not spotting much in the way of new colony penalities. Am I just blind, or are there none? A simple morale/production penality until a planet has two structures would help curtail the mad-colonizing rush early on (most wouldn't be able to support the cost of a large number of colonies that aren't self-sufficent for the first 80 turns)
Probably be better to just have colonies not be self-sufficent until after two structures are built/purchased... (ie, a penality for not having any improvements). It'd help reduced bum-rushing, and might force the AI/people into expanding into the higher class planets first (better long term bang for the buck)
Twice now I've had scouts hold position despite being set to sector sweep. Perhaps I'm just missing something...
I haven't gone past level IV on anything yet. Do they ever switch to doing heavier damage rather than lower size/cost?
eh? Aren't they all coming out on a cargo-ship style frame for which everyone starts off with? I don't see a huge logical problem to having a hauler class which is one size beyond your tech but has significant penalities..
Don't quote me, but it could be intentional. Things moving faster than light are likely to be a bit more noticeable than stars.
To those of us whom aren't sweeping through the game to larger hulls, its a rather useful feature. By adding wings/pylons/etc its possible to create visually different vessels. Means I'm not having to rely just on the ship class name to figure its capabilities. If you don't like it, ignore it. I doubt its possible to remove to a seperate window at this late date, but it may be possible to add an 'autogenerate' button for the extras selecting from two dozen presets for each hull types
I tried PC's wacking of the ships data and save game. Game resumed functioning at that point. I'm rather surprised they are reading in the ship data quite that early. Guess they are presuming that the ship data will never be large enough to cause a slow-down in start up.
I have to second Proud Canadian's report. I upgraded a design, and had to exit (couldn't find what was out of place badly enough to stop it from going to next turn) and now it refuses to do naught but dump to the desktop immediately.
Most slain enemies (overall total, top X% get it) Most conquered population (overall total, top X% get it) largest fleet (perhaps use the previously posted player ranks to denote peak size of your military, do the rankings so that ensign puts you at the top X% of those reported, with fleet admiral being the top 1%) What about a fat cat award, for those in the top 5% total $$ (in one game)? Perhaps use gemstones to denote the rankings.
Thanks. I've done enough graphics work (opengl) under windows to feel the pain. I think I'll stick with multiprocessing and genetic alg's for my occasional hobbies instead.... they seem saner.
Developer to American translation (based entirely on the previous post): in galciv 1 the interface was just a bunch of images. No work was required to display them, just read and toss 'em out there. But, since images are static in size (they dont change dimensionally) it locked everything to a certain display resolution. In galciv 2, they are rendering the menus real time (the images are created on the fly). Since they aren't static, they can chang