Um, you all seem to forget that an AI has to be able to play the game too. One of the criticisms I have about GC2 is that the AI (no offence intended Brad) mostly putzed about, never really taking advantage of a good start. They basically eat up the galactic real estate and resources while you're trying to pull off a balancing act with economy, research and expansion. The rest of the game you're trying to wrest it from their control. And well, holy mentat
RemingtonRyder
Well, I dunno what the new tech tree looks like but I think one of the things that was missing in the GC2 tech trees was a way to prevent a player (human or AI) from going too far down the wrong road. For example, huge hulls are not going to do you a lot of good if you haven't got weapons to fit into them, and you're not going to be able to crank them out fast enough until you have some serious industrial output going. With the techs divided across ages, all strategies b
So, first of all, under Win7 Pro 64-bit at least, using Fences 2 means that when deleting a single file from a list using Windows Explorer, the file list does not update - it is necessary to manually refresh. Secondly a limitation with Fences 2 - if the fence is smaller than a selection of files within a fence Iin icon mode, at least) only the visible files will respond to drag\drop, delete or copy\paste operations. You must enlarge the fence in order for file operations to work
Actually, you know what, I'm sort of getting tired of the forum colour scheme. The post font colour and the editor box background colour need softening up. Example Example What do you think of the above as a replacement for that sharp and painful white?
Maybe, now that they're using Steam as their primary means of distribution, they'll come up with a way of linking your Steam and Stardock accounts so that it auto-registers, or basically pops up a dialog box saying 'Register with Stardock?' and all you need do is hit Yes. I mean, it makes good business sense to do it smoothly like that, right?
I think that the capability of having more than one galaxy in the map setup would be cool from a modding, customising and sci-fi storytelling point of view.
As I recall, this is because there needs to be a declaration of war text for each possible morality (good, neautral, evil). Really there should be a catch-all at the bottom but it's not a file I've looked at much so I don't even know if that would work.
So, 6B is in testing now, there don't seem to be any issues yet. Here's how the hulls now stack up: Hull Cost Capacity Hitpoints Logistics Tiny 25 16 5 2
So I noticed (eventually!) that in GC2 will look at a subfolder you create (there is no button to create a folder, though, you have to do that with Windwos Explorer) and save games there. But not reliably. Sometimes, even though you have selected that save in a subfolder that you want to overwrite (to keep seperate games, well, separate) it will decide to just save in the main folder. Please could we fix this annoyance in GC3? Or if it's already fixed, yay and ha
As much as I like Civ 5's map graphics, they are soooo frickin slow to load. When you see white instead of map texture until the game has a chance to load, that's a sure sign that the game is hugging the bleeding edge of technology instead of making a reasonable compromise between quality and what quality you can paint on screen before the user scrolls. :P I mean, how hard would it be to load textures predictively based on the direction the user is scrolling? I gue
Getting ready to push out a new version. This one will include: Rebalanced armour and point defence (shields were already rebalanced earlier). Rebalanced ship hull cost, capacity, hitpoints and logistics costing. Logistics ability gains from techs are doubled (may dial back later).
Well, if you really wanted to you could mod in that size class. I've gone for a slightly different approach, redistributing hull sizes a bit. I still have to test it though.
When I was modding the GC2 weapons, I tried to keep to a particular theme for each weapon type: Missiles: Low damage to size ratio compared to the other weapon types, but closely follows mass drivers in terms of bang for buck. Mass drivers: Middling damage to size ratio, and when stacked up on a given ship gives the best bang for buck. Beam weapons: Best damage to size ratio of all three, but the more costly of the three weapons. What does this mean? We
I still check the GC2 forums. But I haven't realeased a new mod version in some time, because I wanted to do videos instead (alas, I haven't been in the video editor for a while either). Maintenance and fixes only, yo.
I think that GalCiv 2 did well by making Hitpoints an ability. If you research techs which grant bonuses to that ability, your ships are tougher. Having armour which absorbs damage from all sources (like in Master of Orion 2) is a bit redundant if ships can already take more punishment.
I think that although weapon fire rate, range and accuracy should be adjustable, each weapon tyoe should have a favoured stat which can be adjusted with minimal disadvantage. So for example, mass drivers could have rate of fire as their favoured stat (you could fire more bullets without any penalty) but increasing range would result in a drop-of in accuracy. On top of that though, you could have a mounting type which provides a fixed trade-off (mutator). So taking mass d
Yeah I think honestly the way forward might be to find a way to patch VS2003 to work on Windows 7/8/9. Perhaps petition Microsoft to open-source it since it's ten years old?
Well, the AI is basically solid, it just hasn't been tested and adapted very well. Having kind of established the shortcomings of the AI and the bugs that exist in the data, it would actually be in the realm of possibility to finish the job, but it pretty much wouldn't turn a profit unless you could sell some more DLC with GC2 and well, I think that ship has sailed.
I would add that it would be neat if you could save in a subfolder of 'saves' - so that your autosaves, quicksaves and named saves for a game are by default stored in the folder you loaded from.
Dungeon of the Endless: So good it needs a health warning! :D I haven't played it yet but I keep hearing good things about it.
Yeah. I only really noticed the issue to begin with because I was steamrolling the known galaxy and not getting much of a fight, which didn't make any sense because I'd been modreately challenged in games before that. I'm just kind of surprised that there are still players on the official forums who think that TA/UE is okay, while over on the Steam discussion board it's a very different story. I guess, wider cross-section of players on Steam.
In my opinion, seems to be the barely playable state of The Ultimate Edition. See external link for example. Look, never mind updating the game executable, we've been down this road before. What about an official data patch? Same effect as the various mod patches, but it goes out to all the Steam customers, they're moderately satisfied, you only need to spend a moderate amount of time on it, and the issue is more or less settled. Honestly, I don't
[quote who="TheBirthdayParty" reply="55" id="3451715"] Quoting MarvinKosh, reply 54 Oh yeah, I watched a bunch of Banished gameplay episodes by Sips the other day. I think it's kind of nice that after getting comments he re-configures the town a bit to improve things. Where did you read that? I'm curious to see what he's changing.[/quote] Um, sorry that may have been confusing. During the gameplay episodes I mentio
I have an explanation for why the main menu is eating so many CPU cycles. The AI is analysing the last game you played and preparing snarky comments. ;)
A little bit over two weeks later, and I'm back to editing episode 6 of Rise of the Zylons, with something which actually works. Hooray! :) I'm still only a third of the way through but it's a pretty rainy day and I'm feeling up to it. :)