It's most likley that Creativity is obviously only designed to be a positive attribute so is probably stored in an unsigned interger. So when you set it to -1 it is actually treating it as a very high positive value due to loading a signed value into an unsigned integer. It's obvious from the description that as implemented Creativity is supposed to be 0 or a positive number e.g. 25, 50, etc. Setting -1 in the file will set the value to 255, 65535, or 4294967295 depending
econundrum1
My thoughts on this are that how hard weapons and defences are to research should depend on the race you play very martial races should have an easier time in this field of research and of course do. But in general I think refinements of the same basic technologies should be fairly cheap as they are. e.g. Lasers I, II, III, IV, etc. But jumps up to new technologies e.g. from Lasers to…..Whatever the next type of been weapons are should be a much bigger jump. R
I didn't know you could leave the UP...How?
[quote]TA started but crashed while trying to set up a new game.[/quote] I noticed the max res for your monitor att the top of the err file was lower than your actual res.
[quote] I think that Uranium-235's being obnoxiously harsh (obnoxious because of his insistence on using "retarded" as an insult) about how the game didn't meet his expectations. I certainly don't think he was obligated to like it, but that doesn't necessarily translate into a universal condemnation of the game as garbage. I mean, I do not enjoy MoO1, but I'm not going to rant about how it was a stupid game just because I personally dislike it, when so many others do like
I find it strange that so many people are reporting errors on machines that don't meet the min requirements. I mean they aren't even that high by modern standards, and their on the box/download screen for all to read. I guess the problem is that people don't expect graphical sophistication from a turn based stratergy game. I think they should no reason turn based stratergy should have a primative 3D engine as Stardoc has shown.
Actually Designing ships is one of the most enjoyable parts of the game IMO, But I think it's just a matter of taste you either enjoy it or you don't. I wouldn't like GC2 half as much without the user designed ships.
True I do this too, I think we'd all appriciate an updated schedule. I understand the Beta has been extended to give you extra time to work on AI, etc. Just be nice to have a schedule of when it would be worth checking. Thanks
Oblivion was a good but not perfect game, many of the user mods for the pc version make it much better.
Worked fine for me. The whole update thing can be a bit iffy sometimes though try refreshing xml before the update, oh and make sure it runs as Asministrator if your in Vista.
[quote]You guys are probably right. There seems to be a general lack of rounding in favor of truncation in GalCiv. Like taking a 10% planet quality bonus and having PQ9 planets remain PQ9 planets. So I've got my ship with a laser that has no attack value. She's a cute little ship though which I may be able to distract the enemy with. And then there's my transport that has no weapons but an attack value in each category. Cool! <A href="http://img237.imageshack.us/my.php?image=gc
The Yor economy is a little weak compared to everyone else but not totally unmanigable. As for the Arceans I just one a conquest victory with them. They are without a doubt potentially the best soldiers without tech trading because of C of V build as many as you like +2% bonus for each one of course fixing the +33% planet defense would make them even more powerful. My ships are also tough but slow. So basicly they are ok at conquest very hard to invade if played well but fairly slow and
Indeed it's almost certainly because of that -20% penalty and a rounding downwards of the result. There should be a minimum of 1 if a ship is armed at all though I would say so it is a bug of sorts.
Aiyen, No the only thing from Moo3 I was looking to take was some of the planet based stuff because frankley I thought the habitation rings where a good idea but could have been done better. What I don't think is that GC3 should be an exact clone of GC2, or what's the point? Actually I think Moo3 failed because of poor AI and very poor reward and visulization. e.g. Space combat was utterly dire and graphicly the game was very poor. Actually micromanagement wasn't the p
I was wondering about this myself.
[quote]Along the same lines... I have a planet with only 1 farm but it is on a +700%, so my pop is 21+ b (with approval at 40%). If I destroy that farm, would my planet fall way down in population or is there a "famine" like event which will quickly decrease the population until the food supply equals the demand? [/quote] Try building another farm on another square then knock down the 700% one. Never use the farm bonus squares for farms.
I believe a lot of Thalan starbase modules linked to Hyperion Starbases didn't make it into Beta 4 or 4a, I think a dev said that after the release of Beta 4.
Thanks, I may add a few more ideas next week if I get some spare time.
First lets me start by saying I’m a big fan of GC2 an all it’s expansions and will doubtless be playing them for years to come, particularly with the TA expansion and the editors that come with it. So anyway a few suggestions for GC3, it’s more of a wish list actually but still I thought I’d put it out there you never know Stardoc might even like some of these ideas. Anyway here goes; 1.) Keep the hard point ship design system but enhance it in the following ways; Add
Just to point out Beta 4 is broken on tech trading, previously you could only trade and or steal some techs with other races, some where deamed to race specific tomake sense I imagine this will be fixed to be as intended in the next beta.
So having looked at all the suggestions and taking into account ease of implementation I think the best solution would be to give all ships a default movement of 0, make the hulls all cheaper and give them more space, then adjust the cost and space for engines to suit. Ships without engines would still have thrusters and be usable in orbit to prevent invasions since transport ship would have to spend some time in orbit to invade, but would tend to be better armed than other ships at the
Yes the Default tech tree is now effectivley useless as it is generated by the system to include all possible techs in the game as of Beta4. This has caused issues with minor races too I think, and tech trading, etc. Clearly this will have to be fixed before the final release.
I kind of agree I'd prefer it if the computer randomly picked them unless I chose to customise the oponent of course.
;-) I remember ascendency, I really enjoyed it at the time although it wasn't actually that hard to beat and all the races played more or less the same it was still great for it's time. Actually maybe that's what made me think of the idea.
Yes that's certainly a tactical choice I do that sometimes too, but why not save the space/cost on a design for planets with ship yards. I also like the idea of just having a techline for orbital defense hulls, maybe small, medium and Large. These could be kited out like a ship but without the engines, might be an alternative.