If you mean the off-type defences bug, I think that it was corrected so that defence would degrade properly even if it was defending against the wrong kind of weapon. Of course, it's still possible for ships with good defences to take very little damage under fire, if the opposing fleet doesn't have enough firepower per round. While defence systems do take up room that could be used for weapons, they allow your ships to survive more rounds than they would with no defences at all
RemingtonRyder
All the fleet modules seem to have this capability of attracting fire when used on an armed ship. It is still possible for a heavily damaged ship with enough firepower (without a fleet support module) to be fired on first though. In practical terms, you want to use the smallest or cheapest module you can so that you can pack enough defence to make it worthwhile, or so that the ship is cheap enough to be considered expendable in combat. Anything you fleet up with one of the
I have given some thought to relocating in order to be with the right company. Unfortunately I haven't been programming games for more than ten years, most of the programming I do these days is in the NWN toolset or to make a Windows application here or there, strictly in my spare time. I would like to work on a project with greater scope, but I have to acknowledge that it's unlikely to happen with the hours and resources I have available. When I get out of this rut I'm in and spe
The problem with a complex simulation with more input from players is that both human and computer players must have a clear understanding of what their input will do to change the battle. At the moment input is determined by the characteristics of the ships you send into battle, and it isn't hard to figure out that in the course of one battle, better ships stand a better chance of surviving. However one could also say that fleets of cheap throwaway ships with sufficient firepower
Well just so you know, I got a new LCD panel which supports 1280 x 1024 and the option for stripping functional components when upgrading is visible straightaway. So the problem exists only if you're running at the minimum supported resolution. Now I'm not saying everyone should rush out and buy a bigger screen, but I will say that things are a lot less cramped at this resolution.
*headdesk* I can't believe they did it again. Someone somewhere either isn't doing their homework properly or just has their head buried in the sand. Or, despite the company name, isn't interested in making sci-fi.
24. Your to-do list for the day is coded with mostly blue and green with the occasional red and yellow. 25. You start playing clean-shaven and by the time you finish you have a beard. ;)
Thing is though, if you have a computer player that is playing closer and closer to how a human player would play, with the advantage that he'll never get tired of playing, or tired of not playing, and won't disconnect in a hissy fit when he sees that he's losing, then that's pure win. What I would like to see in GC3 is an AI that adapts to a particular human player's strategies (the one who's playing) and in some cases, adopts them if they're so effective. So they're not going
Terror Stars can be fleeted. However they don't add anything radical to a fleet's offensive capabilities, so basically you need only fleet them for peace of mind in case one of the enemy fleets gets in close enough to take a potshot at the exhaust port.
It doesn't show at the lower resolution of 1024 x 768.
[quote]Incidentally, I hear that there's a selection for when designing for an updated ship there's a selection for the game not making you start from scratch with the template. I haven't found it[/quote] It was there, but apparently now it's not. If you need to change it the following instructions should be helpful. Navigate to My Documents\My Games\GC2Twilight\ and open the Prefs.ini file (it's text, so it'll open in Notepad). Under the Interface heading you should
I think that building full multiplayer into GC2 would be a mistake. However, the ability to customise your own ships and then see them in action in the combat viewer would be all the cooler (in my opinion) if you could challenge other players' fleets to epic space battles. No messing around with synchronising maps and data, no fussing and micromanaging the economy, just round after round of fighters, fast missiles, and fiery explosions. ;) Of course it might only have novelty value, b
Navigate to [I]My Documents\My Games\GC2Twilight\[/I] and open the Prefs.ini file (it's text, so it'll open in Notepad). Under the [B]Interface[/B] heading you should see a line like this: StripComponentsWhenUpgrading=0 If it doesn't exist or the zero is a one, change it.
I don't think that a 3D map (in the sense of having an extra dimension to annoy you and make things generally irritating) is a good idea. New regions (galaxies) make more sense and they play to what we've seen in recent science fiction - that is, the gulf between galaxies isn't all that interesting or inhabitable, but being able to get from one galaxy to another in a reasonable amount of time is pretty cool.
As far as the loophole is concerned, perhaps the best way to deal with that is to make it a feature that if you fail to invade with planetary bombardment then no matter what option you pick with the next transport, the defenders get a bonus because you've basically smashed up the battlefield and any remaining resistance will find fortified positions. Your choice of tactics won't include information warfare because let's face it, you just dropped a whole bunch of rocks on the planet, nobody is g
At the moment fleet combat is relatively simple, so even an AI can put together fleets that give the human player a challenge. By putting fleet combat strategies on the table, you have to teach the AI how to use those strategies. Finally, although these changes would be reflected in the combat viewer, they might not necessarily look good. Targeting the ship that is able to inflict the most damage per unit of damage receivable does make a lot of sense. Fighting to the last ship makes
As far as meat shield carriers go, they need at [I]least[/I] one weapon to be worth targeting first. An unarmed ship with fleet defence modules won't be targeted until all the armed ships have been destroyed. You also don't need to limit this strategy to just small and tiny fighters because larger ships with weapons on board can be just as logistics-effective and cost-effective as a number of smaller ships. As a bonus, once the ships behind the carrier have gained some experience and
I also run into this problem with late games. I tend to either live with it or turn the background music off with Ctrl-M. To be honest it does get a bit annoying repeating the same track for however many turns. That said, I would love to see this fixed. I think it could simply be that there isn't enough buffer to keep playing sound smoothly while the new turn is started.
[quote]Is it possible that the colony screen is showing this, but the colony management screen is only looking at the % complete data and basing build time on a bare ground build?[/quote] That's what I was getting at. :)
I can't even display that resolution. My LCD screen is four years old and a bit small.
One thing that you can do if you have sufficient logistics, and have figured out how many constructors you'll need, is to create a fleet of constructors of the right size, and commence construction when you get to the destination. Instead of plugging in a module every couple of weeks that a constructor arrives at a starbase, you get a *booming voice* fully operational influence starbase in one week! :)
That's odd, I recall an entry in the 1.92 alpha chalelog which said that there was a fix for the colony management screen not showing recent data. I seem to remember that this held up when actually playing but maybe it's been unfixed somehow in 1.96 :NOTSURE: Edit: So I checked on a freshly-loaded game and sure enough, there's still a discrepancy between what the colony manager says and what the actual colony screen says. Not a hundred percent sure but I have a hunch that the colon
I tend to agree that controlling resources (and therefore cementing economic superiority) can effectively win the game long before war starts. Equally, losing resource starbases can turn what you thought would be a steamroller run into a war fought at these strategic points. The AI typically invests not enough fleet power in defending their resources and when you blow up their starbases it can set them back far more than if you'd wiped out half their fleet - especially those military r
[quote]Is there a way to get a transport to automatically launch with 1 passenger? I hate dragging the scroll bar all the way to the left and then having to go back and click the other side of the scroll bar to add 1 passenger. If one passenger is the minimum required to launch, then the scroll bar should only go down to 1, not 0.[/quote] Nope you can't auto-launch with one passenger, it's either full or partially full - if a full transport would remove more than one quarter of the [I]c
The AI will start making ships with beefier defences if it has the opportunity. Usually the opportunity is won because of an economic advantage (since more credits means a great ability to support credit-sucking labs and factories) so if the AI isn't putting up much of a fight it's probably because your economy won the game long before war ever started.