Thanks very much! It looks like you pulled of some Elf Magic here I tried the patch and it looks like all problems have been resolved. Ship textures and models seem to be loading/unloading properly. Now I can turn on all the graphical effects again and play out some epic battles!
BinaryAlgorithm
I will be trying all-labs under similar conditions with a harder difficulty level. I am trying to select a race with an ability that I can leverage more. Thinking about the Thalans for this trial run, Neutral so that I can actually flip planets and get NLCs. I've always been curious about the "buying ships is cheaper" Neutral bonus because I never see any differences in purchase price. Anyone know? Sadly, I think the Thalan Super Hive ability won't help me much. I'm sure it works well f
Your writing style is perfect for a Torian story. Gentle, passive, loving, and ethical creatures they be. Show those Drengin who's the real boss though!
I just finished playing a gigantic galaxy with the Altarians and figured all those hours shouldn't go to waste, so here is my post-game summary. Everything was abundant, conquest was the only option, no tech trading, tough difficulty, 9 races. I was trying to explore some of DA's new mechanics on a large scale. My strategy was to out-tech the AI even with an all-factory build, and it worked in the end. Oddly, one of my custom races appeared randomly in this game, which I had never seen
Hithesius felt a strange and unnatural warmth toward the hideous aliens. These Altarans were all soft flesh, and oddly proportioned. Repulsive. LOL! I was laughing so hard I started to cry. Your AARs always read so well, I enjoy all of them tremendously. Hope you do one on each race eventually in your own creative style.
There is definitely a memory leak with planetary invasions. I have all textures disabled on the lowest setting, but it still loads the planet surface texture. When it reaches memory limits, this texture becomes black as a silent error, then at that point I am guaranteed a save error. If you leave the invasion screen open without attacking (the part where it is about to roll for combat), the memory usage will grow continously at several MB/s. There is no reason why this should occur u
Kyro, I do appreciate your team's attempts to fix these problems. GalCiv 2 is a very complex game, which makes this a particularly difficult fix. I was fairly certain that there was a leak that was graphics-related. I've actually seen a reference (http://www.codinghorror.com/blog/archives/000811.html) that indicates that 1.5 GB is a more practical limit; It will always crash at 2 GB as a hard error, but the "out of memory" saving errors start at around 1.5 GB. Obviously the game shouldn
When I started having game crashes I noticed a pattern in task manager. I believe that Windows has a 2 GB memory limit per process, so as the program reaches this limit, memory requests are being denied even if you have sufficient physical/virtual memory . I personally have 2 GB physical RAM and a 4 GB page file, but that's not the problem. Under normal operating conditions, the program will rarely encounter this limitation (thus, why it occurs consistently for some people and not
Is this the terrain rendered in 3D from the galaxy map, or the planet surface tiles? Turning the option from 100% to 10% decreased memory usage by over 400MB on a huge map; I'm not sure why it accounts for almost 1/3 of the program's memory usage, as it doesn't seem to be that important to gameplay.
Bravo Wyndstar! I know you've felt the effects of all the changes to the game, so your perspective is realistic. I've been trying to figure out two things; the first is "given the current rules, how do I maximize my empire?". The second is "could certain mechanics be improved so that I can win by doing something more interesting?" It really does grind after awhile due to the lack of choices on higher levels. Sure, on Normal I can mess around with Influence starbases, but only b
If each weapon hits a random ship, maybe that would have a similar effect to what I am suggesting?
Regarding the election exploit, all you have to do is make morale move toward its target value over time, rather than instantly (like 5%/week). One exception: it would always move instantly to at least 20% if its target is higher to avoid population death.
Ok, now you got me started lol. This is how I think it should work (which of course is only one idea out of many): (1) There is no focus from one type to another. (2) If I want rp, I must build labs. If I want mp, I must build factories. This is the common sense way and makes various ratios of factories/labs strategically viable/near optimal . (3) Research capacity can be adjusted with a global slider. (4) Production capacity can also be adjusted with a global slider,
I suppose 21% is ok if you're sending in troops from full planets. I was refering to having the planet grow it's own population continuously, however, with FCs to increase the growth. It's a bit less micromanagement, but your approach will work fine also. When I say 79% I mean 80%. I'm just used to the boundaries between each 10% where there is a morale penalty. I'm starting to include my best farm in each colony with no morale buildings, and letting the growth settle whereever
No worries I found it impractical to maintain 100% morale for the super breeder ability (also costs money indirectly); other abilities are always useful. Taking that out of the picture, morale management is a bit easier. As you suggested, I don't use morale buildings to boost growth because fertility clinics are far superior; you only need enough to maintain 41% morale at 25B so the population ca
Well, I think a lot of these answers can be found in the conversations of the threads I linked to. Still, I understand not wanting to take the time to sift through them for information. Come on, give me some credit here. I actually did read all of those links because I figure you and your friends have already debated some of these issues. I've also read one of your play journals and enjoyed it (Altarian AAR). I spent a couple of hours testing in-game and
Well I ran some in-game tests based on the formulas in the Wiki (which may be different now in DA, but the mechanics are similar). It has the following form: Morale = -(100 * PopPenalty) - TaxPenalty + (MoraleAbility + BuildingMorale)(1 - PopPenalty) This is not strictly correct because something gets raised to the 0.75 power; it is an approximation. I set morale to 100 for my solutions. 6B Population: (N)(0.88) = 12 + TaxPenalty ; N = 153 (79% tax rate), 123 (69%)
I haven't checked, but is the economy starbase research boost applicable to focused research? If it is, then you can turn off production on worlds surrounded by starbases (to save money if need be) and get the massive research bonus which actually turns them into decent research worlds. That would definitely compensate for the overall lack of research. If using research abilities (or innate race research bonus) then the early game 100% research blitz (which I hadn't thought about) would sustain
Wyndstar, I like your response. Maximizing precious tiles is a bit tough. I've considered whether taking a social production bonus or a research bonus is most appropriate for factory-only. One clearly creates more results, but the limits of focused-research are where I normally fall behind. Taking it to extremes, I can get about a +50% bonus to research, which may be what is needed to not only progress smoothly through techs, but also takes some of the load off the economy. Do you have
I think the basic problem that creates the All-X approach is the distaste with recieving less rp/mp than the buildings are rated at. Consequently, we want to get 100% of our production capacity, even if we have to focus some into another area. I can understand a factory compromise (social/military), but the factory/lab compromise doesn't make much sense to most people. The factory-only method is the only time when buildings are being fully utilized but research/production can be toggled on/off a
I have discovered the joy that is the Superbreeder. I ran some test scenarios and looked at the population growth model and discovered why this ability is so powerful. If you keep taxes low in the beginning (because it's not much revenue anyway) or otherwise manage to keep morale at 100%, a new planet with 250M colonists will grow to 6.0B in ~17 turns, meaning you don't need transports to move population around, and your economy reaches maximum potential very quickly. Without the ability, it tak
Building farms to increase population (and therefore income) has diminishing returns. I normally show a bunch of math to prove my point, but the basic idea is that at higher tech levels, if you have less than 6-8 stock markets on a planet, it's not worth doubling the population (from 6 to 12/13). This supports the idea of using larger planets (with more tiles) to build economy worlds. I'm assuming a late-game tax rate of 69-80%, and that you want to sustain 80-100% morale on all planets. The til
Can someone at Stardock who knows the current combat system tell me if this makes any sense or if they feel it might enhance gameplay?
I don't think the game designers are going to make major changes like eliminating the sliders (as it oddly enough adds a uniqueness to the game, and would be a bitch to reprogram for game mechanics and AI). However, I agree that it adds unnecessary micromanagement. I find it irritating that "some of your buildings must not be working at max capacity". I would rather build factories and labs in the proportions I desire and be getting the full rp/mp from all of them, and eliminate the "production
I guess that heavily weighs in favor of the high-attack ships. In that case, there's no way I would have beaten it unless it had a very poor attack roll. The effect of this though is to make a ship with insane weapon stats nearly unbeatable 1-on-1. Since I can't "fleet up" with my starbases, I need to guard them with at least two ships in those circumstances (even 2 cargo class ships with decent weapons will do when I know the DreadLord is coming!)