DMF

DMF

Joined Last seen Member # 378107
16 Posts 305 Replies 3,432 Reputation

Thought it more efficient to start single tread for these small questions rather than one per. I find it more efficient to improve starbases bypassing the automatic system and using Constructors with two or three construction modules. You can usually build one in the same time it takes to build the base one-point ship. * If one builds a Shipyard with one of these multi-point Constructors, what happens to the extra points? They just go away? * Is the

86 Replies 228,911 Views

[quote who="Larsenex" reply="82" id="3689220"] This is just personal preference. I would love to have the Auto upgrade of buildings be 'off' by default. Can we at least put a setting in 'setup' to have auto upgrade all planets (on or off) at game creation? [/quote] I agree. Inevitably, I have to got through each world and turn the Auto Upgrade => Off manually.

95 Replies 266,581 Views

Cassini was out of fuel, so no deep space thrusting possible. There was just enough to inject it into the terminal orbit set inside the rings, something believed so dangerous that it was saved for the very end of the mission. As it turned out, the space between the planet and the rings is remarkably clear, so all the orbits were completed. Either way, the intact craft or the pieces were destined to intersect the atmosphere, and we learned quite a bit this way while keeping t

14 Replies 80,257 Views

As for permanent improvements, in GCII there are two 'permanent' attributes, and I'll be surprised if GCIII doesn't have similar. One is to set the improvement indestructible, the other is to allow the player to destroy it manually. The reason to use the first is to keep the imp. from being a victim to destruction during an invasion. There seems to be a lot less of that in III than II... At any rate, it's more realistic to force the player to take the planet as he fi

23 Replies 88,842 Views

Blondie, don't worry about being way behind. Even experienced and capable players look from the graphs like they've spent the whole game losing. The current game I've just about gotten wrapped up as the Yor have suddenly surrendered, and I've finally gotten up to 2nd place in something (in this case tech - and not from a big research base). IMO, the most important thing you can spend your effort on is your relations with your fellow not-crazy races .

22 Replies 78,559 Views

You know, you would have saved a lot of grief if you'd made 2.5 "opt-in" with a notice that it invalidates saved and on-going games. Instead, you/Steam released it as "back-out", meaning I have to jump through hoops to get back to where I was this morning! NOT HAPPY. [e digicons]#:([/e] But thanks for the post. At least it is possible to get back.

19 Replies 85,135 Views

[quote] Minor races ... will be getting a free update in the future to make them more distinct). [/quote] Brad, please take a look at what maiden666 has done in his Future Worlds GCII mod. He has given minors their own tech tree that lets them compete at least a little with the majors, e.g. giving them very powerful initial Improvements, e.g. giving them the techs to build Trade Goods (though they rarely beat the majors to the goods), e.g. making them quite difficult

12 Replies 164,623 Views