The defender should get first shot. The attacker has to "get into position" while under fire. Think of Pickett's charge at Gettysburg. The attacker sure as hell didn't get the first shot! But, for gameplay purposes, attacking should be a big decision. Do I have a decisive advantage? If so, I might be able to safely attack. If not, better wait for help. However. I loved the ship initiative feature in Moo2. In the Moo2 end game weapons
Xentac
Initiative should go to the quickest ship first. "Quickest" is a combination of hull size and advanced technology. See MOO2's "ship initiative" option for how to do it right. Failing that, the defender should have the first shot (justify it by saying the attacker has to waste time getting into position). Attacking should be a risk.
Initiative should go to the quickest ship first. "Quickest" is a combination of hull size and advanced technology. See MOO2's "ship initiative" option for how to do it right.
Hmm. That might be more convienient than making the rally points just to launch. Maybe you're supposed to use the rally points for long-distance "rallying" and the right-click to autolaunch. Rally points are more convoluted in this game than they are in, oh, say, Warcraft III. I can tell you're about to type up a monster flame about RTS kiddies, but just listen for a sec. It's easy to select 3-4 "unit factories" and right click where n
Newp. No way to do this. The devs felt that this feature would introduce too much of a micromanagement burden on the users. Be prepared to either have too many fighters or go through lengthy, convoluted gyrations to work around it. Personally I keep a close eye on the shipyard screen and when my defenders reach a number evenly divisible by the number of planets I manually redeploy them. Might
I don't think GalCivII has an auto-launch. I get around this by making a rally point in each system.
I look at it this way. The ship upgrade costs are suspect, at best. They seem like they might be higher than intended (higher than the cost of a new ship?). If this is the case, then the -2000 barrier is a bug to cancel the effect of another bug Please note I have no idea what I'm talking about. I just thought I'd throw it out there <img src="http://images.stardock.com/tgNET/smiles/Smile.gif"
I look at it this way. Your game doesn't have to use my second monitor, but it should at "play nice" (i.e. not break). The first few turns I played, edge scrolling worked ok. After that, the cursor stopped being constrained by the fullscreen boundary (i.e. went over to the second monitor instead of scrolling the map). If it predictably did one or the other, that would at least be consistent. But the inconsistency leads me to believe that no compatibility exists one way or the othe
Also, I think the map scroll issue is somewhat "sensitive" around here. I don't know. I wasn't around for it. But apparently that topic is a no-no. Not there there's such a thing as a no-no. Come to think of it, that actually sounds really bad as I say it. So let's leave it at this: you can move the map around by click-dragging; and it's odd at first but it really does work. And people will bite your head off if you talk about edge scrolling. <