Hmm... Definitely agree that games right now play out way too long and would make MP unplayable Some ideas on making MP "shorter" and bearable time-wise: 1)I recall there was supposed to be a point system of some sort, where you had to obtain a specific number of points to win - that would help... 2) Have a specific 'goal', e.g. first player/team to destroy the pirate planet,
sponge7
but beyond this... it seems that the defenses are not adequate enough to stave off say... a larger pirate attack. I dont find this at all, I think they are overly effective (I've changed my stance from last time) Yes, yes - I agree! The defences are very strong this time round. I had a pretty sizeable fleet that I left alone when attacking a planet because there was only one enemy cap ship. I was surprised later to find my fleet nearly wiped out
hmmm....... [Looks around for a nice comfortable chair and start to make popcorn] *props a chair beside 1Spartan* Yummy! Make me some too with lots of butter
-Allied ships show same colors as yours -confusing Yes, I agree. Apart from the above point, I think one big problem I had was that the Empire Window will get extremely cluttered later in the game. This makes for LOTS of scrolling, especially for people like me who use a small screen laptop . Mind you, I played on a small map - imagine playing on a gigantic map.. t
When queueing LEV duties via clicking on a planet that has more than one LEV, only one of the LEVs does everything, leaving the other LEVs idle, thus resulting in massive inefficiency. Not seeing this myself--I very often have multiple defenses under construction at once and I always give the orders via the planet. I have the same experience as kyro: when I issue build order from the planet, the LEVs automatically split up the work between t
I've noticed some issues with 0.70[b].013, mostly while playing the tutorials: 1) I cannot select multiple units in the main window using mouse dragging if I start dragging from within a unit's boundary box. 2) In the tutorials, when a part of the GUI is box-highlighted, the highlighted portion remains if I enter a different screen such as the research or diplomacy screen. This does not affect gameplay but does make the game screen look dirty. <br/
Beta 2 [0.70[b].013] is quite a leap from Beta 1. I played on HIGH Quality (In Beta 1 I had to play on Low Quality) with a measly 1.7GHz Centrino Duo HPTC4400 with 512MB RAM and an Intel integrated graphics card (Intel 945GM)!!! Anyway... What I really like compared to Beta 1, so far: 1) Much expanded planet development 2) Reports notification section on the bottom left 3) Graphics engine - with my specs I was running High q
pfffft... it's 10:12 PM here Can anyone guess where I (currently) am? hehe
This feels like waiting to open the christmas presents all over again
*follows suit* heeheehee
lol... a nice ad. Hmm... don't really like bacon with my burgers
Hmm I wonder what game currently holds the record for the most number of betas....
ohhhh..... June 21.... mwahahahaha *applies for three month leave starting on June 21st*
cough..cough..to..cough..cough..day..cough..just..cough..stay..cough..cough..cough..tuned..cough..cough Uh oh.. I sense the passing of a beta tester...................
I think everyone will find substantial improvements in Beta 2. That's all we're going to say for now. sponge7 more surprised
I send Yarlen rolls of white paper, (commonly acquired in the bathroom)... psst.. you should've painted made it green
u know, we could always create a Yarlen faction in SoaSE, ally with him and then backstab and obliberate him! mwahahahahah!
Controls in the game are fine, I've logged at least 30+ hours of gameplay and find no problems as they are. Mine is just a minor quirk.. after looking through the older posts it seems that this issue was already planned (mouse sensitivity and such) so I'm already happy What I think needs to be added is a way point system, I would li
1. why? it only takes about 5 secounds I like to know what everything is doing, since I am the (most important) dictator in this game 4. I dont think we are gonna see a map, but you can press the left "ALT" key to show names, and when zoomed out, you can get a better view. Ah okay - thanks for the tip! <d
Ironclad/Stardock, a great game you guys have here. Overall, it's so far been a very cool experience. Here are my comments & suggestions based on my first-time play-through: Gameplay Suggestions 1) Would be nice if a progress indicator of some sort was shown when colonizing a planet. 2) Would be nice if there was a retreat button for all ships (this could mean retreating to the nearest out of gravity well plane
hmm... not to be bothersome but I think the version in the title is wrong - on SDC the latest beta is listed as 1.59.098 not 1.59.008
Some ideas... some have already been requested 1) Imminent Armageddon - Must win a victory within "X" number of turns before doom 2) Galactic Storm - wipes out/permanently removes resources in planets in a certain quadrant/area/etc. 3) Back to the stone age - all/a specific field of technology is lost and all associated ships/resources/etc. built are lost. The lost technology must be r
Game settings... Difficulty: Tough My race: Terran Alliance Map size: Tiny AIs: 3 others Game period: 12 years The first 8 years saw the Drengin decimating one of the AIs and assisting me to eliminate another race. Eventually, they were hostile towards me so I declared war on them. Now, there were a couple of things that I noticed when fighting against the Drengin with them having: - more planets - a much stronger army - technologically superior
I second the following suggestions: 3) Remove the +300% food tiles (a sure way to tank your approval if you ever use them) or slightly change the morale curve on populations over 19 billion. As it is, under the current morale rules it is usually a detriment to try and use them for their intended purpose, so I ignore them. They are a trap for the inexperienced, however. 11) Change starbases to huge hulls to increase their hp. Allow constructers to
Hi, Not sure if this has been reported yet, but I seem to have run into a bug while playing one of the campaign missions in GCII: Dread Lords. After I had run a deficit (money turned negative and red), I adjusted my spending to a positive cash flow BUT after ending my turn multiple times, the cash amount visually stays negative and never changes. The production of my ships and planetary improvements, however, continued to grow and the percentage meters continue to change. This bug also