The stagnation brought about by a sudden ramping up of research costs isn't necessarily a bad thing (though I might want a wee bit more warning that it's going to happen) because it can make it attractive to work with what you have now rather than wait a dozen turns for the next cool thing that your research boys are going to come up with, which inevitably results in another redesign. However to be honest I would be hoping for a few more unlockable things from new technologies, because
RemingtonRyder
I think there is a danger with going too far with research inflation, in that the human player is far more able to judge the opportunity cost of researching something later rather than sooner. Failure to see such a downside to pursuing one branch only in the tech tree is the reason why I believe the Torians pick up Industrial Sector as fast as possible in every game that I've played, despite there being an abundance of better technologies to pursue in the meantime. They just don't unde
Personally I'm not sure that using N (the number of technologies researched) is such a good idea. It's quite possible to reach that number early on in the game by researching some of the cheaper technologies. If instead the cost of researching began to grow after accumulating a certain number of research points then you wouldn't be penalised for obtaining technologies that, for example, don't unlock anything except other new technologies.
[quote]The research cost calculation is not a bug. Late in development, there were a number of posts complaining that researching late stage techs was too cheap and that it should be more epic. Therefore, we added that if the # of techs researched > N then cost = cost X Z where Z is a factor that slowly increases. It is working as designed, it's just that you guys (and us) don't like it. So we're changing it back to the way it was.[/quote] It sounds like a good idea i
I had to laugh when the Yor willingly traded me an Arnorian Ranger for around 26000 bc. That one ship could have gone through Torian battleships like a hot knife through butter anyway, but I fleeted it and bumped its already ridiculous defences up by thirty percent. When the war finally broke out, this one fleet must have destroyed about half the Torian military on its own, and barely got scratched.
Well the calculation which adds on the SizeMod for a component (which is a percentage of the hull size) could return zero if one were to divide by 100 in integer format. I imagine that'll be fairly easy to fix.
Individual weapons roll a dice against the defence of the target ship. The defence modules of a given type don't roll individually but as a whole, but even if the defence rolls higher it is depleted by however much the damage would have been. If it rolls lower, the difference is taken out of the hitpoints [I]and[/I] defence is depleted. So by the end of a round, defences can become completely depleted and then they don't offer any protection against that weapon type. Ships with an at
As far as automated starbase upgrading goes, I was thinking that if there was a slider that you could use to allocate some of your income to a pool, money for upgrades could first be taken out of the pool without needing to prompt the player.
Left unchecked, the Torians will mop up a lot of planets and this gives them the basis for a strong economy. I tend to find that they build a lot of ships without engines, and are stuck with those (fleets move at the speed of the slowest ship) in the later parts of the game. They also target colonies that are more than ten turns away at a speed of 4, rather than trying to engage fleets in their own space. There's not much point going to the trouble of reearching and designing ships with the c
In the XML file, the Biosphere Modulator has a line which reads: [code="xml"] 1 [/code] I think that if you change the 1 to a 0 then it will stop you from being able to demolish the improvement once it has been built.
[quote]Decomissioning all of those ships is a nice influx of cash but it is 5-10 minutes of repetative click to disband, click to select, click to decomission, click to agree. Rince/lather/repeat X100. The bump in cash isn't THAT great.[/quote] If you get them to gather in one place you can select them all and then just hit Delete to get the decomissioning prompt (one prompt for all of them). Upgrading can be a tricky thing, what I've noticed is that upgrade costs are much less
When you click Manage for a fleet, a panel pops up that lets you add ships that are at the same location. If there's a ship selected you'll see its current attributes (base plus starbase bonuses plus fleet bonuses) at the bottom of the panel. However this part doesn't function properly if there's a ship with a fleet defence module. Instead of merely adding on the bonus for that one ship, the entire fleet's bonus is added in the one ship's info display. I think though that this is cosmetic an
I think that this is definitely something that needs looking at. I wouldn't mind also having a main map toggle for star and planet names when close up, and one to show the player's rally points even when zoomed out, but showing the mini-map information as an overlay would be really useful during exploration.
What you have to remember about ground invasion is that not all inhabitants are tax-paying citizens. Either because of the local political climate or because of economics, they may live there but not be part of the defending empire's citizenry, and so they have no real obligation to take part in the defence. Your ground troops are all citizens of your empire so any of them which do survive are liable to pay taxes if you don't decide to pick them up with an empty transport.
[quote]Go back to the old invasion screen or combine the two. Have the cinematic display above combined with the armies attacking each other on the bottom from the older version of GC2.[/quote] With cooler-sounding lasers. :)
I actually felt that the part which really lets the new invasion screen down is the sound effect for the troops firing at each other. It doesn't sound enough like weapons fire, though I guess with all the cool weapons which aliens (and humans) use on TV I'm really spoiled. ;)
The attacker already has an advantage if they're able to take out your defending ships and land as many troop transports as allowed by their logistics ability. Ideally you want for that to not happen, or for so few transports to get through that your troops can recover after each invasion. If you play as the Terrans, for example, they have some great technologies that can help with fighting a defensive war. Fleet warp bubbles can make defence ships that ordinarily aren't very mobile (
You can also demolish some older factories if you simply want to get the same amount of industry in fewer tiles.
[link="https://www.galciv.wikia.com/wiki/Cheats_and_keyboard_shortcuts"]WWW Link[/link] This page has a listing of cheat key combinations. Obviously by using the cheat mode the game will be flagged, but of particular interest is the ability to force a Mega Event with Ctrl + Y. I don't know if you get to choose which Mega Event you get but if you do get the Dread Lords event and the game crashes again, Smart Exception will be useful for holding onto the debug information.
[link="https://esupport.stardock.com/index.php?_m=knowledgebase&_a=viewarticle&kbarticleid=447&nav=0,52,146,147"]WWW Link[/link]
I always treat mega-events as what-if scenarios. When they throw you a new challenge in an otherwise dull game, then it's worth playing. When they over-complicate an already complicated game, then it's more worthwhile to reload. After all, chances are there will be another mega-event before the game is over.
Seen far worse ground invasion screens. Remember MOO3? :( I think the top half of the new invasion screens are fine, but the bottom part needs work. I think that having an after-action report of which tiles were obliterated during the attack is a good thing, but for the actual battle you could do far worse than come up with an extended edition of the invasion video which plays the first time you land troops. There's already a skip button for those who simply want to see the results.<
All the AIs are set on Bright, Yor included. Haven't used Ctrl-N. The Yor don't seem to lack for colony ships, but they aren't keen on sending them anywhere. It should be especially noted that even though they can colonise Barren worlds without needing to do any research, in this game they failed to snag any of the ones that were nearby. Feeling sorry for them, I ended up just giving the Yor a couple of planets that aren't of any consequence. I think the Torians will wipe the floor with the
As far as constructors go, I think I read somewhere that the whole ship gets deconstructed to add modules to the starbase. I would suggest therefore that the more expensive the constructor is, the more modules you'd be able to squeeze out of it. This means you can give them decent engines, hull upgrades and weapons if need be, and get your value for money back when they dock at the starbase.
I like using hibernate mode because if I'm in the middle of playing something I can jump right back in when I'm ready. However the performance of reawakening from hibernaton (versus a cold start + starting the game + loading your save file) depends heavily on how much memory was being used when your computer started hibernating. If the answer is 'lots' then you might as well go make a cup of tea while you wait, 'cause the bigger the hibernation file is the longer it'll take to shovel back into