Same here on 98 .. plus music that is playing stutters terribly. Plays fine in rest of game.
John Snider
How about planetary lock downs .. i.e. station a warship at a system so can deny to other AI (or AI deny to you). Thus can get colonizer there before AI or use it as a bargining chip. Other option being to attack and take the system for colonization. May be to hard at this stage but didn't make sense that couldn't defend system with ships while colony is dispatched.
Have couple PCs .. one using for this is slowest of the lot .. P3-733 .. at largest galaxy size only run into problems in late game. Slow but not dramatically. Have 512MB memory but only old Matrox card .. so could be the graphics card. Below the largest galaxy size no slow down noticable.
While on topic of pirates .. i'd like to see them appear more aften during the game. If could associated their appearance (or chance) with periods of galactic conflict would seem to make sense to me .. police work breaks down more chance for pirates. Just one spice of game viewpoint....
If possible if a msg could be displayed in planetary build window indicating what built last .. would help. When going thru 10-12 planets (or more) at a time one tends to forget what the summary list at the start said was build. If already there and i missed (heh .. wear glasses .. thick even) ok ..
msrp normally is 'manufacturers suggested retail price' ... or some such variation to confuse the buying public about sales.
haven't ck'd 4z ... something about folks wanting me to finish a project, so if fixed great. hope to get a game going tonight as project done (course gotta stay awake to play)
thanx for reply .. was just curious .. like on some of the projects that are supposed to increase say by 100% but set to 10 in the scripts or do other then the 1 increase listed. i'm sure be caught for final but can't help myself when can check the construc scripts against the real results.
Point of clarification desired; in the rules it implies that 'x+y' is the industrial production, yet in all the projects military or social only 'x' seems to be applied. In effect when divide into cost only x seems to be used. If missing something simple here (entirely possible) or previous report on same would appreciate response. It's possible that am missing a connection btwn mil/soc projects?
Yes .. lowered taxes and went to war ... fortunately ended before my unmothballed fleet did.
Other minor problem .. when have multiple ships moving at same time and colonize a planet will have other msg's pop up for colonizers or survey ships. Rather small irritation but didn't happen before 4d to me. In effect screen comes up to colonize and then pre-empted by other screen msg, colonization, explore anomoly, or trade msg. have to click OK or such and back to colonize .. so somethin seems to have changed in priority or pre-empt routine here
How about a warning when not building anything on a planet .. been caught that way a few times, no idea why unless hit next to many times. Anywho it would be nice if got some msg about not building 'social' project on a planet.
In terms of war i find that the AIs attack each other with great gusto .. early in the game one may declare war on me but not normally. So unless init agressive behavior normally left alone (4b version). What i don't understand is why some of the AIs never init a request for alliance or such especially when getting beat by another AI with the human player .. no idea if they do it amongst themselves. So i've found war as a player rare for me common amongst the AIs.
Noted that in a lot of cases in the mid game don't handle their colonizers all that well .. have a system with 16 colonizers parked around it from an AI player. Keeps sending them even though i've already colonized. Have seen this with freighters also?? seem to build with no check on ability to use. hope this code gets optomized somewhat.
Have not tried 4b, this occured in 4a ... Had eliminated Calor system prior to msg event about these same folks poisoning one of my planets. Found ship of calor hanging around and destroyed same after event .. is there supposed to be a return to normal on posined planet if so didn't occur after 20 turns of play. Possible if destroy system before msg can not clear up (unless not implemented yet). Just wondering .. anyway on to 4b.
In 4 games on largest size only saw this once, but only built a coiple items before they were conquered by one of major empires .. can't recall which of the minor empires was though. Still think the building priorities of the empires (major and minor) is wrong .. why if minor build 6-8 colonizers if only have one other system to colonize in the sector and major after all systems colonized keep building colonizers???
Was wondering if it is possible to change in small way get for exploring the anomolies in the game .. as is rush around checking them out and increasing power of your empire (in theory). If possible would randomize so that maybe create a threat every now and then, i.e. space shark, pirate ship, or something along those lines to spice up the mindless check this n that. Would give small pause to how explore and add element of risk.
Just finished another game on the latest build (well the system locking up sorta ended it but had 2/3rds of systems so not much point to continuing) and noted that the minor powers now 'appear' to grab one more system and stop. Problem is they have 4-6 more colonizers that they do nothing with?? If true and now limited to what take (don't know if true) would think that would devote resources to other buys. Didn't see it in 1st cause the Drengin red plague eliminated them all before got around
Strategically colonize 13/14s if enough of them in concentration or in a sector with say one good AI system. then enhance and build up as the AI fails to note the 'culture' impact about to happen. Also have to have someplace to put surplus people later in the game.
In last two games at opposite ends of the spectrum size and power wise, although behavior is consistent. 1st one, attacking other AIs (leaving me alone as only other evil i guess) and winning 2nd only have 2 systems and also at war .. holding but seem to be set to lose out. in other words more agressive then i noted in last couple builds and somewhat more effecient at colonizing. could not prove this but just based on reports getting during game.
No idea on the research .. 1st saw it and haven't seen in 2 following games. Of course is possible i read to fast and mind played tricks on me. One thing that is bothering me is the placement algorithm for stars and AIs ... last game i ended up in a star rich area and all the AIs ended up in an isolated corner that took them years to get out of .. by then i had most of the rest of the areas sewed up. Game before just the opposite, i was in isolated place that needed to get 3 range increa
In last two games on 4a also noted that seeding seems to have changed dramatically. in latest couldn't get from smal 3 grouping of stars until built a a starbase or enhanced range twice. Decidedly behind at that point. Didin't get the 3x speed but got 3x research, but saw no real effect from it .. so unclear if implemented in the build. Although the star placement makes the game decidedly harder with more planning required it does make it harder for some of the AIs .. so might need to ret
Could understand the defection better if had some form of Alliance, Protectorate, or other agreement. This seems to be totally absent from current build .. even if an AI race is at war there seems to be no attempt going on via diplomacy to get help to stave off the 'red menace' (in latest the Drengin) by asking for help. Still if the culture dominance is ever balanced will be nice feature, just hard to believe an entire empire would defect as occurs in the game .. needs a better 'story' to
Point is that i do like the culture part but even given what everyone says hard to believe would go as in game, once it starts just seems to go so fast. Also don't believe that military victories are the only means of success, just historically the most prevalent. I'd find economic domination more believable then cultural. What bothers me about the culture part is that if folks start defecting system by system one would expect some form of negative repercussions from the empire l
Although i've been luving GC i find that 2 elements tend to lower my appreciation of the game. 1. Systems changing hands due to culture. Seems way to easy and somewhat like victory without the 'pain'. Once it starts normally the game stops being fun. General result is 2 empires left. Would really like to see culture contribute to victory in a lessened mode, either weakens system ability to resist (if invade) or adds to empires 'something' (say combat capability, economic strength,