The auto-explore definitely could use some improvement, but it's not that big a problem. Maybe instead of moving the scouts 1-3 turns in different directions, try moving the scouts directly into different sections of FoW. In my current huge-map game, I've been trading for the AI's scout ships and have 20+ scouts roaming about. At one point, 2-3 synced up and I did the above, and no problems since then.
LintMan
One other tip: Ignore defence, until they change the mechanics of it a LOT, it is useless. Engines are by far more important as they determine whether the capital ship gets to take out 1 fighter, or if the capital ship just gets blown away with no chance to even shoot back. My Tip: Don't ignore defens
Art is expensive, no doubt about that. To create proper commercial art is skilled labour. The artist must have a high level of training, and that never comes cheap. The media and applications required to make computer art are often quite expensive as well. Finally, a competent staff artist's wages can be costly -- a good staff ar
Yes. somewhat inexplicably, the cost of doing an upgrade all costs a fair bit more than upgrading them individually. IIRC, one time I checked, the upgrade all would have cost about the same as indivually upgrading the same amount of ships plus one.
The idea of a ship pack doesn't seriously put me off like the Oblivion horse armor does, but it does strike me a bit as a possible indicator towards increased gaming costs and the eventual death of free add-on content in games (along with the horse armor, assorted other xbox live pay-content, and all those "episodic" games that are getting talked about). I hate feeling "nickeled and dimed". That said, though, if there was compelling enough
Thanks for the quick response & turnaround!
Sorry for the repost, I just realized this went into the main forum instead of the bug reports forum... I just installed beta 4a and can't seem to reliably create a new game because it crashes to desktop right when it should go to the loading screen. I've mainly been playing the campaign up until now, (and the campaign games get still created ok for me in beta 4a), and I've only created non-campaign games once or twice way back d
In beta 4a, a flag was added to starports called "indestructable", so I'm guessing it is intentional, though I'm not sure why its desirable.
I just installed beta 4a and can't seem to reliably create a new game because it crashes to desktop right when it should go to the loading screen. I've mainly been playing the campaign up until now, (and the campaign games get still created ok for me in beta 4a), and I've only created non-campaign games once or twice way back during the first or second patch era so I can't really say for sure this is a beta 4a problem. Here's wh
Just curious about a few things: AI will tend to band together to try to stop someone who is going around conquering them (whether that be human or another AI player who is mopping everyone up). If other races initiated the wars with you (say you looked like easy pickings) but then you fini
From what I've read here, changing the ability points in the xml doesn't actually change the amount you get for some reason. But over in the my documents folder area where the save games go, there's a file called something like CustomRacesConfig or something (sorry I can't check it now) that you can edit to whatever you want for the starting race stats, so you can figure out what you'd get with the allotted ability point amount and just set those as s
The production and economy system in GC2 was pretty counter-intuitive to me also at first, based on my experience with other games of this type. Here's a basic overview: - Income is purely population/tax based. More population means more income, at a given tax level. - Market/trade buildings give a stackable % bonus to the planet's income, so more buildings means a bigger % bonus. *But*, if you build them on a planet with a sma
Draginol - Are you going to finish this game? I'm really curious to see how/if you win it at this point. Also, I guess you're playing as a custom race (the Dominion?)? What are the starting racial abilities you pick?
It'd be cool that if you're going to code in a WWII Britain-like AI behavior, maybe you could also code in: * WWII Italy-like behavior: an ambitious but somewhat lesser power that sees the conqueror's scheme, but tries to jump on the bandwagon and take advantage of it rather than fight it. * WWII Germany-like behavior: Aggressive major powers make an alliance of convenience, but will backstab each other at a moment's notice.
I bought MOO3 the day it came out but very quickly returned it (El. Boutique still had a liberal return policy back then). The final straw for me was when I discovered that the save game function didn't actually save your current game state, only your turn's starting point, no matter when you actually hit the save button. The game didn't tell you that's how it worked, so it took several times when I lost 30+ minutes of planet micromanagement effort
Ah I see. Still seems weird for a starship with no apparent hyperdrive can still reach a near by star in 5-8 weeks. Isnt hyperdrive supposed to have revolutionized the galaxy? 5-8 weeks to a nearby star is preaty damn fast. I would have immagined a ship would need even the most basic of hyperdrives to even travel 1 parsec/turn. S
By "Flagship" It means most powerful ship. A fully souped up starbase makes everything around it damn near unkillable. Except "ship" implies something mobile. To call an immobile starbase a flagship is like calling Hawaii a flagship of the US Navy. My assumption when I read that descripti
Maybe a right-click on the building could generate a menu of lesser tech buildings to build. I hate that I can't downgrade a food resource. It's really annoying when you get a large population which creates lower morale, and I can't control that by having a less productive farm. I think food is the only one with this probl
Similarly, when you first select on a ship, it gets auto-centered on screen. There's been a few times that I've clicked to select a ship and immediately right clicked to next to it, intending to move it to an adjacent square, but instead the screen had jumped, and the ship moves off in the wrong direction. I'd love to be able to disable the ship auto-centering
I'm confused - If the miniaturization tech gives you 12 extra space on your ship, shouldn't you ba able to use that 12 extra space to add a size 12 component? Why should your component sizes grow when you add miniaturization?
tiny are very much underpowered ... It seems you're expecting your existing tiny ships to always be viable regardless of what the enemy does to counter them. Putting 20 beam defense is just about the optimal defense against your 9/12-beam tinies. Once the enemy defenses are start to equal
This makes no sense. In space everything weighs the same, nothing. So general physics wouldn't apply like that. An engine would move a huge ship just as quickly as it would move a small ship. Weight is a function of gravity and mass, so in a zero-gravity environment, things are "weightless". But they
I don't know if it's currently possible to mod this, but I'd love to see a mod that caused new anomalies to appear in the galaxy. Either as an occasional event that generates a bunch at once, or for them to appear occasionally one or two at a time semi-regularly. That would make survey ships and the guide book useful throughout the game.
Those are excellent Ideas in my opinion. I'm not sure what the bosses think, but I like those points. I would find the personally quite useful too, and probably something everyone would benefit from. We'll see how things go though. I'm really not sure what the plans are for "new" features. We're in bug hunting mode at the moment
My main desire for the forums is a much more useful search functionality. The forums are a great tool, but it's extremely painful to dig up an old thread for reference unless you can remember the title. Ideally: - By default it should search the body and author fields as well as title (ie: search *every* field). - Non-default search options could be made available by having an "advanced search" button that takes you to a search