I read the forums a bit and the basic strategy guide before my first game (large map, 4 AI's, sub-normal intelligence). It was a cakewalk...2nd game too. 3rd game I move to Normal intelligence, gigantic map and 6 ai's. That's when I really started learning how to play the game. The first couple games was spent learning how things worked, where they were, etc. I didn't know everything (was third game before I knew how to build a non-res
Skelton42
About 11 years ago there was a small software rental chain that had virtually every game, every MS Office program, etc. available for a weekly rental. The idea was you were "evaluating" the software. Eventually some lawyers took them to court, saying they were making it easy for people to copy / "steal" the software. The rental chain lost and then quickly closed its doors. I miss that store. The items that were junk, were junk and I didn
OK. I found some time to test the whole idea. I'm running Beta 2a, tiny map, intelligence set one step above normal, common planets. Colonized all but one planet (out of sensor range, but in ship range). Killed their Flag ship and any scouts that appeared. Result: The colony ship went into orbit over the home planet every single time. The times there was a planet in their home system, the colony ship would make 1 move towards it, reali
It's going to be a few days before I'll get a chance to try this out... going out of town. Still if true, reminds me of the days back in school when we didn't call FM Frequency Modulation for a reason. A "Jurassic Park" reference would be, "life finds a way." Sounds interesting and it's something I'll test when we get back.
build more constructors and send them to the starbase. your constructors actually "build" the new modules
I know you've probably checked, but does your keyboard have a "mute" button?
Got another one: Received news report about the Iconians building a manufacturing capital... I haven't met the Iconians yet.
forgot debug.err file: Debug Message: Version v1.1 BETA-2A last updated on: Thu Mar 30 21:37:53 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 3/30/2006, 22:36:34 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: D22YRV31 Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050
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I can't remember the post, but one of the dev's made the comment that they limited each spacedock to 1 ship/turn on purpose. They didn't want to spam the galaxy with thousands of ships. There's been an occasional complaint about how long it takes between turns...imagine that complaint if each race was fielding 500 fighters and battles consisted of 100 stacked fleets. (of course, i'd be modding the logistics to have 20 ship fleets too!) I
Note that your reasoning also implicitly criticize the way it's done in vanilla GC2 ! Not really. My comments were made because your "sensible...rational" idea is delusional. GC2 is a game and the dev's have made no attempt to say anything is realistic. I accept GC2 as a game, but do have a proble
As for my tech mod, some more details : - I just want to cut the number of "useless" weapons : we just need a basic weapon with strength 1, then maybe an "advanced" str 1 version, then a str 2 weapon - not 6 types before gaining 1 point !!. Obviously the total cost for going up 1 point should stay fairly equal. In the end we j
sure we do know where the stars are, and I don't understand how you can know the number or type of planets without exploring ? It's called stellar cartography: Stellar mapping. If some of the newer telescopes in use on Earth today have started finding individual planets, some that might be "Earth" l
If anyone figures out how to hide stars on the minimap until they have been uncovered (TRUE fog of war), I'd love to hear it... It's called "blind exploration" and is part of the current Beta
All the races research and use the same weapons and armors. For example, in my current game, all 9 nine races research and use massdrivers and armor. Others on the forum has noticed the same behavior. This is one I've forgotten to mention. All 3 of the Beta games I've played (when the AI's bothere
As regards your upgrade bug, did you check the stats of your ships post upgrade? Reason being, they keep their old names so it might not look like they've upgraded, but actually they have. I've noticed that in 1.0x as well. I upgrade a ship and the stats upgrade, but the name doesn't.<br/
When you are upgrading the design and saving it...are you saving with a different name? ie: MK1, MK1a, 1b, etc. If you are saving an upgrade with the same name as the original, that might cause problems.
1) I find it difficult to believe you are a programmer considering you are complaining about a beta being buggy. 2) You say you "have more issues." Have you bothered to find the Sticky: Problem in game and posted your problem with debug.err file? Link 3) As others have mentioned, the game's been out for a month, they've already issued one update and are working on a se
It's Baaaaack... 3rd beta game will not allow me to upgrade ships in the ship designer. I had this problem the first game, not the second and it's now back again. Essentially, I select an existing hull design and hit the upgrade button. I go into ship designer just fine. However, when I select a weapon, engine, module, etc. it tells me that the selected item is too large... this is with an empty hull. I can design from scratch just fine
I'll browse the sports news on SI.com. One of their pages is called Scorecard where every couple days there is a new "Sign of the Apocalypse." This quote is indeed a sign of the apocalypse; a gamer requesting the forum "fixed" before any further updates to the game...... On the point of forums though they could use a
"Space is big - really big - you just won't believe how vastly, hugely mind-bogglingly big it is. You may think it's a long way down the road to the chemist, but that's just peanuts to space." - Douglas Adams, Hitchhiker's Guide to the Universe Sounds good. By time you met any of the other races you would both be at the high-end of the tech tree and with economies in full swing. That would make for some epic battles!
Just found a bad link on your "Downloads" page: Link clicking the picture of the box in the Retail Update section takes you to total gaming. clicking the greed download button takes you to the download CE content page. Neither button takes you where you need to be to download the x update.
Does anyone know if the initial setup tries to "balance" the available worlds? Sometimes I start in what looks like a hopeless position, with 90% of the systems behind other players. On the other hand, I played one game where I took half the map by grabbing the worlds at the computer players' borders. The remaining systems were o
What Drachasor said about the ship designer. If select a ship and then upgrade while in spacedock, you are unable to put anything on the hull and get an "item too large" message. I noticed with engines and support modules before exiting and designing from scratch. Also noticed ships from earlier games not available, even t
My guess: they are probably only putting 100 colonists on each ship instead of 500. This would drastically ease the population for taxes problem and give them 5 colony ships for each of mine. Granted their new colonies would grow that much smaller, but considering how slow my colonies with over 2B population are expanding there's