Arturus Magi

Arturus Magi

Joined Member # 2439
0 Posts 9 Replies 4,040 Reputation

'Missiles! why do I get the impression that nobody uses missiles? At least the technologies I discover seem to focus on energy guns alone.' Missile arn't very relevant after a certain point. Between ECM, energy weapons destroying them midflight, and the necessity for an exitpoint and/or mountpoint for them creating glaringly obvious and vulnerable strikepoints, they really don't have much viability.

21 Replies 426 Views

'One thing the GC/OS2 had that has not (yet?) appeared in this version is a warning window that lists the planets that are in risk of revolt.' Not implimented yet, AFAIK. That's part of the moral code that's just now in the process of being laid down.

20 Replies 420 Views

'Oh, also something else I have noticed. Usually about midgame for me, certain graphs have a tendency to 'break' or stop graphing....just showing a straight line at the bottom.' In the case of the tech graph, it's the research points you lost on the last turn the current tech is researched that causes that. Research doesn't appear to roll over like military manufacturing does. I'm not sure if social manufaturing rolls over or not, but if it doesn't, that would explain that as well.

20 Replies 420 Views

'And when I was doing 100% Military or Social, I could set Government Expenditures to 100% and still have positive cash flow. But when I did 100% Research, Net Income jumped into low negative.' When your pushing building, you're still producing things, which eventually cycles part of the expenditure back into tax income. Or at least that's how things work in real life. Whether that's modeled by GalCiv or not isn't entirely obvious. Pure research tends not to produce much.

21 Replies 509 Views

'/This isn't really applicable except with Soldering, since you already have to have a bonus from something in order to have a different value that any other race, whereas soldering has several indirect bonuses (total tech level, number of troops, and whether you're attacking or defending)./ I don't see how this is true. Space anomilies give % bonuses to many different things.' Yes, they do. At +1-2% each. It takes 50 +2%s before one of those +2%s actually add +3%. Anomolies

7 Replies 176 Views

' It leads to "unit absolutism" - when one type of unit dominates all other types of units in all areas of combat. This greatly reduces the potential for strategy in the game.' Except for the fact that you usually have to intentionally not win to get to this point, and under those conditions, this happens in games with customizable ships too. I have yet to see a game of MoO2 where winning that late in the game wasn't simply a matter of dumping more Stellar Coverters onto ships that see

21 Replies 426 Views

'The victors do not alway loose.' No, they don't, but except is some of the more extreme examples (the colonization of the Americas, for one), they had to pay for their victories. The US, in particular, to borrow your example, can do so because it's economy doesn't follow the normal economic rules for various reasons. With the imbalance between America's exports and imports, the dollar should be nearly worthless.

23 Replies 484 Views

'Also the percent bonus system "unfairly" favors the stronger races. For example a 10% attack bonus for troops that have attack of 10 only get +1, but troops with attack of 100 get +10.' This isn't really applicable except with Soldering, since you already have to have a bonus from something in order to have a different value that any other race, whereas soldering has several indirect bonuses (total tech level, number of troops, and whether you're attacking or defending). 'If a

7 Replies 176 Views

'1. Lot of AI ships have negative move points which result as infinitive moves. Eg. 1 ship wonders all around the space attacking my ships until it gets destroyed.' Known problem. Read the thread 'Lock-ups in beta 2B' dated 9 days ago. 'For some reason the skin changes colour for no reason,' It's your alignment. Read the thread 'Strange color changes on main screen' also dated 9 days ago. 'and as time goes on the turns seem to get longer and longer. I know t

9 Replies 233 Views

The last NT4 Service Pack installs DirectX 3.1a, IIRC. Later versions can be installed, NT's just hardcoded not to start them, because part of the NT subsystem doesn't work very well with them.

8 Replies 292 Views

'3rd Question- Is it possible to select a color other that blue for the Terrans. I have trouble picking that color out on the star display map, making it difficult to locate ships and planets at times.' It's not possible right now, but the dots do magnify if you zoom in. The colonized planets (of all races) are hard to see in any case because they are in a very dark shade that can't be seen against the black background.

4 Replies 209 Views

'On the other hand, if it's too low, invading high pop planets will become very tedious.' Read: 'Impossible for all but the most technologically advanced civilization in the game.' Hopefully that will change once the new anomalies are in and the AI learns to use them.

21 Replies 395 Views

I had one game like that. I started moving all but 200M from all my class 24+ planets to a class 1 that I colonized just to get rid of some colony ships I had floating around. Class 1s with more than 20B population don't get much done.

13 Replies 236 Views

'3/ If the minor race is exterminated (all too often ), diplomacy screen - minor races crashes to desktop' This currently only occurs if all of them are eliminated. As long as one survives the Minor Races screen works. '3/ Would it be possible to make individual setting of sliders for each planet? My suggestion is to have setting for each governor - it would allow fine tuning of production split-up without too much micromanagement.' If I understand correctly, there w

13 Replies 236 Views

Last I heard, the system requirements are Win32, PII-266, 64MB RAM. Interestingly enough, though, I have been running it for a while on a P-200 MMX with 48MB RAM (just upgraded to 80), so....

8 Replies 292 Views

I'd say infinite with bounds (other than raw cash). That is, there is an initial limit, but there is a (or many) way(s) to incrase that limit.... Techs, building other modules, the amount of production in nearby sectors, ect.

26 Replies 513 Views

That sounds excactly like what I had suggested a few posts back in this thread. Higher population means higher pop. growth when morale allows. Morale changes according to increasing population by a fixed scale affected only by planet class. Morale improvements only increase the final morale, not it's rate of change.

23 Replies 968 Views

It appears and disappears randomly under the exact conditions your mention here. Clicking on the duplicate selects it's appropriate original, and moving the ship and going back to the rest of the stack almost always causes it to vanish. It will also randomly appear while ships are moving, and if a ship is unselected then reselected, and can start appearing as soon at the first turn, without bypassing any ships, or performing any specific action (or inaction). A stack o

8 Replies 168 Views

The 'military' entry is the sum of spending on military construction and maintanence on existing ships (you built...ships from anomalies and trades from other races currently have an implicit 0 maintanence, even if they should have otherwise).

1 Replies 147 Views