Bamdorf

Bamdorf

Joined Last seen Member # 3099887
18 Posts 185 Replies 3,272 Reputation

At present if an AI colonizes Mars, it will be but a short time before Mars flips to Terrans, because Earth has a strong influence. The AI just helped out. I am not saying the current system is perfect, but I prefer a mechanic in which dumb things are punished, not prevented by arbitrary rule sets.

4 Replies 7,963 Views

Ok, whilst waiting for next release, I am testing GC2 CU. Playing on Immense with 9 opponents and 8 minor races ----> it's quite a complex mess as it is. 99 opponents (100 total "players") is roughly (lol) ELEVEN times more opponents. It's not quite rational to actually PLAY a game this way...not that anybody cares (or me, for that matter). There is one thing about it that i

59 Replies 354,657 Views

A very minor cosmetic bug. In the abilities screen, when selecting "speed", if you click speed +1, the display on the left shows speed +11, not +20. It shows correctly as speed +20 on the right. (or it should the other way round, speed+1 and speed+2, but they should agree) ---> a link to screenshot:

2,020 Replies 6,658,185 Views

I figured out -- doh --- that for some reason the settings for anomalies and extreme planets were "abundant". Don't know why they would have changed. So that answers that. My fault, I just whipped through only checking the planet frequencies because that is all I have changed. After deleting prefs.ini and removing the save files, rebooting and restarting, setting the frequencies properly the anomalies and exctremes are ok. However, the economy is

2,020 Replies 6,658,185 Views

I just replaced the exe file. If there was something else I needed to do, I didn't! LoL. I started a small game, 3 opponents, normal difficulty, occ/com/com for planets, as Altarians. 1. My economy was ridiculously good. 26% tax, 100% spending, +77 net income all due to very high tourism. (Numbers after about 10 turns). 2. The density of anomalies is such that my survey ship is hitting 2 or 3 on every turn. 3. I fou

2,020 Replies 6,658,185 Views

[quote who="mbrash5" reply="2" id="3516072"] That will be awesome too. But what I'm really asking is that I can design the starter ships (either from the main menu or during game creation) so that when the game starts, the miner, survey ship, and colony ship you start with are not pulled from the generic ship set for that specific race and are instead your own designs. Thats all im asking for really [/quote] Oh, I am sorry I did not understand, my bad.

14 Replies 48,391 Views

I have noticed a number of comments about the tech tree that generally address the paucity of "quantum leap" types of technology. In other words, when you research them you get a new ability of some kind that is quite significant so that the gamer feels a sense of achievement and a sense of making serious progress in the game. These comments then compare such proposed techs to the actual trees that are, in many cases, incremental. 10% this, 10% that, etc., and there is no sense of a bre

3 Replies 15,205 Views

It sounds like what you really want is to be able to design ships outside of a game entirely. Then save those as templates and use them in game. There is a ship designer button on the main menu, which is currently a placeholder, so I think this will be available. In the stream they showed how all the racial pieces will be available for building.

14 Replies 48,391 Views

Just my 2c. 1. People who buy early access games and then want to review them as if it was six months after release (dlc etc), shouldn't. What do I mean? Shouldn't buy them early or shouldn't review them? Yes. 2. [quote who="charon2112" reply="27" id="3515963"] Feels like GalCiv2...? You bet! If it didn't, something would be very wrong. [/quote] +1. <

37 Replies 206,379 Views

This is a suggestion that a display be available that is like the "colonies" display (which is not implemented yet). However, the title would be "systems". A "system" is a collection of planets (and perhaps starbases) that is based on a shipyard. Each planet which is connected to a shipyard is a part of the system. Starbases exerting influence over these planets/shipyard might also be included. Systems might be able to be named to help recognition (t

4 Replies 16,138 Views

I understand what you are saying. I just want to add that I don't think that having some races somewhat worse off than others is a bad thing. Assymmetry adds flavor, color, and challenge to the game. However, the question is what does "somewhat" mean. If a race is gimped completely out of contention then that needs to be fixed. The problem is that how strong a race is can be very hard to determine, especially since a lot of the AI and balancing is &

9 Replies 5,096 Views

Questions: 1. What is the plan for the ship designations (supply, escort...etc). 2. In GC2 (Still a great game) there is now a community update working (nearly finished, I think) on getting the AI to use their tech trees and build out their colonies properly in Twilight of the Arnor. What testing is being planned to check this in GC3? 3. When I am building a ship if I wish to micromanage the use of credits, I have to switch back and forth betw

9 Replies 20,353 Views

[quote who="MabusAltarn" reply="1028" id="3515417"] Quoting Bamdorf, reply 1027 The Mod Description apparently hasn't been updated. Cosmetic. There's always something... I'll fix it. Thanks [e digicons]:)[/e] [/quote] If I can provide one grain of sand's wor

2,020 Replies 6,658,185 Views

This worked for me: (Username is your account name on your computer) 1. Unzip into C:\Users\Username\Documents\My Games\GC2TwilightArnor\mods (create mods directory if it isn't there) So that now you see: C:\Users\Username\Documents\My Games\GC2TwilightArnor\mods\Community Update 2. Then edit prefs.ini in C:\Users\Username\Documents\My Games\GC2TwilightArnor so that you have

2,020 Replies 6,658,185 Views