Evil Muppet

Evil Muppet

Joined Member # 2416974
0 Posts 5 Replies 8,520 Reputation

New feature: You can't keep going back and talking to races over and over. Only every few weeks can you (unless you're a Super Diplomat in which case you can go back much more often). You know, a lot of people use the diplomacy window to see what techs the other civs have. The window in the foreign screen is a bit of a jumble to read. This might

19 Replies 36,962 Views

Hotseat IS really easy to add. A little oil - a box of matches - easy. Let's hope the OMG th15 g4m3 mu5t h4v3 mul7t1pl4y3r 0r 1t sux!!!111 crowd give it a try.

41 Replies 16,951 Views

Fantastic change Cari and crew!!!!!! Although you may have gone a little bit too far. The bonuses I saw in my 4th game are the only ones I've seen, and I'm now on game 6. Come on, it's nice that we don't get them on every planet, but now I miss them like crazy. <img src="http://images.stardock.com/gc2/T_DL/smiles/Crying.gif" border=0 ALIGN="absm

29 Replies 33,922 Views

I would prefer asteroids just to be impassable to all ships except miners. When I put ships on autopilot they charge right through and that's two turns of full speed wasted. That needs looking into.

5 Replies 5,702 Views

Does that mean you can only receive one treaty at a time as well? If not, then a clever diplomat could wangle a treaty from each other race, giving them a super boost to economy or research. Would that be unbalanced?

14 Replies 9,328 Views

What attack values did your ships have, and what was the enemy's defence like? Don't forget, that no matter what your defence is like, the enemy can get 'critical hits' that do 5 damage. If the battle was long and drawn out, and both sides had few hit points and poor weapons, its not hard to imagine that it came down to luck. They simply got more criticals than you during the fight. We'd need to know all the other stats to get a better idea of what went on.

5 Replies 2,476 Views

OP: Thanks for coming to the forum to share your opinions . New posters are always welcome to come and constructively comment on the game. I don't think your thread will do much good though, as Stardock aren't going to drastically change a game that has already been released for a year. I think they'll also be relucant to mess with the formula too much, as you can't please everyone, and they probably want the next game to appeal to the large number of people who bought GC2. Drastic changes

6 Replies 3,173 Views

Ever see Number 6 or are you not a Battlestar Galactica fan Of course I am, though I prefer Sharon myself. You've got it backwards, it's not a machine pretending to be organic, it's an organic pretending to be a machine.

129 Replies 43,821 Views

You can also edit the Yor and give them a different ability if you don't like it. Super Spy might be a good alternative, after all, it shouldn't be too hard to spot enemy spies in a race of machines. He's the one wearing cardboard boxes and painted silver. You could also use influence bases to shrink their territory.

129 Replies 43,821 Views

I have anomalies set to common, and I got 11 in view of Earth on turn 1! I'll have to try abundant and see what happens. I noticed a slight change in AI behaviour towards anomalies too. I don't know what was going on, but normally AI flagships always head for anomalies. I watched the Altarian flagship fly past three anomalies and through my home system. Have they been programmed to use them to scout for new worlds now?

29 Replies 9,915 Views

Aha, I know what it is. The new Battlefield 2142 patch has made it so unstable, the devs can't play it and actually have to do some work.

29 Replies 9,915 Views

Scout ships are crap. You can get more engines on a colony ship, so I just build more of those instead, and use them to explore nearby stars. If you find a planet, then you can colonize it straight away, instead of having to wait. I assume the AI does this too, because I often see their colony ships heading to distant places. There's no way they can explore that fast with scouts (and their flagships are always busy with anomalies).

9 Replies 7,777 Views

I;m going to have to chime in as one of the people who would love to at least see the logging data stay in. While I would love to see the epic generator, the data could at least be usefull for community projects. Even if it's not used for writing action reports, the truly geeky among us can use the data to compare the sizes of our playing skillz

125 Replies 172,630 Views

I've been able to keep on top of espionage by sticking as much money as I can afford into recruiting agents, giving me a large pool. I can keep myself free of spies for quite a while, and it's only late game that I start to get overwhelmed, but then I'm usually far ahead anyway. It seems to me that the problem is the time it takes to recuit spies, and that you can only recruit one agent at a time. If the other races gang up on you, sooner or later you're going to have most of your empir

11 Replies 9,251 Views

I've seen discussions about this before. This is one of the more tedious parts of the game. My suggestion was to design starbases the way you design ships, and allow one constructor to complete the project, either by paying a large sum of money, or spending a number turns constructing it. Others suggested giving constructors more than one constructor module, allowing you to build several modules in one go. Others suggested using constructors for the initial build only,

27 Replies 19,261 Views

I haven't tried it myself, but I did notice something in one game. The Korath surrendered to the Krynn and the new planets still had spies on them. I really think they should be eliminated, or at least returned to their owner's spy pool.

11 Replies 9,251 Views