rogerano

rogerano

Joined Member # 2236951
0 Posts 1 Replies 11,140 Reputation

I have indeed selected the Altarian battleship, howerver... Take a closer look at the map dude The Altarian space is all to the east and south of the camera. There are no Altarian owned bases or planets near to that battleship's location. You can clearly see this in the screenshot. If you can show me an Altarian base or planet within 0.7 of that ship's location I'll give you a cookie.<br

10 Replies 8,899 Views

That Altarian ship and all the others around it for that matter (excluding the troop transports) is clearly excceding the 0.7 range figure listed in its stats. Sometimes my ships have been in this situation where they stop moving while in out-of-range-space, but I can't get them to do anything like attack other ships. These Altarian are attacking ships despite being out of range. Th

10 Replies 8,899 Views

Here's an example of what the diplomatic envelopes might look like. The envelopes can also extend to ships. You just can't park a ship or a fleet next to a rival vessel without consequence. Notice my ships surrounding the envelope around the Altarian planet (lower left). Now at the moment I'm "close" to these guys but if that ship which is currently within the blue sectio

7 Replies 7,487 Views

Ok firstly my apologies if it seems I'm going on about this a bit - I think I've finally organised some rational thoughts. I've been reading the AI posts by Draginol and I'm now partially informed as to what GCI did and what GCII will do in regards to military stuff and threat detection etc. I was impressed by some of the AI behaviours in GCI (surrounded by cloaked AI ships) and specifically the bit where the AI would send you a cheeky mess

7 Replies 7,487 Views

When attempting to add new components (engines, weapons, etc) to a design that was created before a miniturisation bonus, the new system will report that there is not enough room to add the component, despite the fact that there is clearly is enough room.

0 Replies 1,497 Views

Ever played Rome: Total War? When moving units around the main strategy map, you can only move one tile at a time when adjacent to enemy and neutral units and bases. Allied units have no movement restrictors. I like the concept behind this system. It says you can't just zoom by your enemy - you have to be careful when doing that. I recognise in space that you _can_ do that, but GCII is a game <img src="http://images3.stardock.com/gc2/smiles/

0 Replies 1,968 Views

GCII diplomacy does seem a bit bland and rather black and white for what amounts to a normally complex, intriguing, and interesting facet of inter-state relations. The game isn't designed to be a diplomatic simulator, but there are some yawning gaps. Like the OP i would like to be able to explicity say "listen pal... I know we're good mates but surely you've noticed a heap of my frieghters visiting those minor race planets you're systematica

13 Replies 9,676 Views

Playing normal difficulty. I had no military worth speaking of until quite late in the piece, but I did have good techs. My problem here isn't how easy or hard the game is, it's how the AI goes about conducting military campaigns. Froggy seems to have corrected some issues which is good to see. However I've been looking at how the AI has been adapting to my ship designs and I've come up with the following: - AI will quickly create

11 Replies 21,010 Views

Holy monkey nuts! In game map and cool ship design (lower right corner). This is crazy dude! But fun. From my current game. I'm the purple guy, a custom race with mega social and military buffs, and medium economy buffs. I put a lot of early tech effort into buffing those stats even more, with the result that a lucky homeworld placement saw me taking a great deal of territo

11 Replies 21,010 Views

I'm with popup target here. I actually am growing, slowly, to like how the ships work (now that miniturisation doesn't? play a part in component size increases). Still a bit irked that components increase size at all (relative to base hull size), but I'm learning to cope. You can do some funky things with both early and late ship designs. Just have to manage both the designs AND your empire properly. Like, don't put too much faith in the navy to save y

7 Replies 6,016 Views

Ja - gooood. Food production too. Basically anything that's important to how a colony functions. Not bonuses though. I think they are a function of local (local to the planet) factors, eg, economy starbase.

7 Replies 4,501 Views

I spend a lot of time in the ship creations screen. As such I thought I would suggest a few more "extras" components I'd like to see. For the most part they are reasonably simple polygons. - A long thin pylon with the attachment point on the base, nearest comparison would be an antena. This could be used for radio masts, or just pointing out the front of a ship to create a cool looking effect. - Some simple box frames. As in a wir

0 Replies 1,726 Views

When you choose the neutral alignment, any unusable tiles (tiles outlined in yellow) on your _current_ colonies instantly become usable. There are two bugs related to this event. - The planet class number does not update to reflect the new planet capacity. - When colonising planets _after_ the alignment event, unusable tiles are not made available.

0 Replies 1,856 Views

One of the random events has resulted in a weekly revenue of 5200 (48% tax rate) in my current game. It seems to be 10 times as high as before the event. While I enjoy the prospect of getting very rich, a ten-fold increase in revenue seems excesive.

11 Replies 8,399 Views

Hmmm I haven't really found that the happyness rating is _really_ was out of whack. I mean sure, there are some strange tax based behaviours, but generally happyness has been behaving itself. I think it comes down to effective management. Don't let a planet's population get beyond 3 billion until you have the technology / boosters (morale resources) to give higher levels of morale. Get your economy pumping along so you can afford to lower th

8 Replies 6,488 Views

Expanding on the civ management screen too - A system where one can add an improvement to the queue of every planet on the list would be great, perhaps incorporating something to allow one to say "in all planet queues bring Enhanced Factory to the front of the queue".

7 Replies 4,501 Views

I know there is some amount of distaste toward micromanagement going around here. While generally good as regards the minimisation of MM, I think there are a couple of areas GCII needs to address, perhaps. Auditing. How do I efficiently audit my big chunky empire? For example my current game has reached the point where I have around 20 resource bases. I ju

7 Replies 4,501 Views

+ The human colony ship has a high-resolution texture. We want to see how this performs for people as it's 8 times larger than the typical "high res" texture you have in other games. This texture looks great - better than great actually.

188 Replies 104,692 Views

Apologies if this has been raised before. Ok. This bug applies to super projects and above only. When you select a planetary improvement you can build stuff over the top of it. This is cool and was recently introduced as a feature. However... When you elect to build a super project or above on an occupied tile, and then immediately click on the X button to delete the super project in the building queue, you can no longer build th

0 Replies 1,818 Views

Ok thanks for the clarification. So damage is cumulative over the number of combat rounds? As in: Round 1 damage: 0.5 Round 2 damage: 0.5 Round 3 damage 0.5 Total damage after 3 rounds: 1.5

12 Replies 7,552 Views

I remember reading a post somewhere, possibly by a dev team member, explaining how the AI runs a civilization; turn by turn optimisation of taxation, spending, production, etc, etc. He went on to say that humans just don't do that, for a variety of reasons. This has got me thinking. The AI can afford to do that because it has the time to perform those analysis tasks. Furthermore it can perform that analysis accurately becuse it has access

0 Replies 3,837 Views

Update: The pirate ship I mentioned was still lurking around after its encounter with my first startbase. Although I lost my starbase I damaged the ship for something like 160hp. He had 170hp when he arrived at my second starbase. This starbase was better equipped than the first with 15 attack points and 7 armour points. Now the problem I have here is that this priate had 1(one) mass driver attack point. My starbase had 7 armour defense poin

12 Replies 7,552 Views

More population = less morale. Each colony produces a base of 3mt/wk which allows 3billion people to live on a colony at 100% morale. I saw a tip posted by somebody (maybe popup) which basically went along the lines that you should never build food producing improvements until you have the technology to keep an increased population happy. If your goal is to have a high morale then this strategy certainly works. On a technical not

17 Replies 9,043 Views