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No solid numbers yet, the only stable game I had I won on influence before I was ready to do the testing, but here's a few things I noticed: 1) The sizemod of components tends to go down as you research more advanced components, so while a large ship based on early techs (say miniballs or mass drivers, or other components of the first generation or two) may not be much more effective than a medium ship, if you're designing them with late gen

24 Replies 11,549 Views

Actually, due to.. can't remember the name of the force, tidal something (tide locking?), moons orbit the same direction a planet turns, and eventually, the rotation of the planet will become the same as the orbit of the moon. The earth's day is very slowly (we're talking something on the level of a few seconds since man's existance, though I don't know the exact numbers) extending until it becomes tide locked with the moon, and the moon is already ti

14 Replies 18,993 Views

CorbieKitaal, GC2 has all of that already: 1) ships can be renamed, so you can give them names that you can connect with. 2) ships earn experience which improves their stats 3) ships can be upgraded to remain current, so you could have a ship that started early that's still highly effective at the end game. My only real issue with the idea of legendary captains/crews is that GC isn't just a combat simulator, and having t

29 Replies 19,596 Views

BoogieBac, GC2 is already good and fun, working on solid , so I'm not sure future tense is needed. I'll admit that i'd be aggrivated paying for something that CDTs this often and has as many quirks, but I think we've all had that happen on release software at least once.

3 Replies 6,453 Views

Just some odd things I've learned by watching the AI declare war and/or surrender. 1) The AI will quite willingly declare war when it has no chance of actually doing anything. I've had the Yor declare war on me when it hadn't researched a single weapon tech. I've had the Yor declare war when they were at the opposite end of a gigantic galaxy, and the only reason we had any contact at all was because the Yor Flagship went through a wormhole

2 Replies 3,178 Views

Roughly, rogerano. Each round, the pirate would do 0-1 points of damage for his attack, and the starbase would do (0 to 7) - (0-1) for the beam points, and a similar amount for mass driver points. The pirate ship will average 0.5 points of damage to you per round, and you'll average 6.125 points of damage. So, the pirate ship should win, but be down to about 60HP by the time it's over.

12 Replies 7,558 Views

Reasonably optimal build orders, though there is some discussion about impossible ship designs. Just last night, I found a Yor Constructor that with the techs and bonuses the Yor had at that time I couldn't have come close to recreating. Speed 5 and a range of 1.7, no research into miniaturization, no drive better than the ion drive. and only General life support. That's two ion drives and better than three general life support modules. I can't eve

3 Replies 6,453 Views

Sorry if this is a repost: The T key for autopilot isn't activating autoattack, and one time when I went into auto-attack via the info window, the ship freaked out, ran away from the enemy for two squares, then dropped out of autoattack.

125 Replies 47,756 Views

I think one thing that threw that for a loop was the 4C announcement asked for bugs to be posted in that thread. I did notice that the 4D announcement didn't say the same thing. As for me, over the next week or two I'll be going through and editing my posts in the 4C thread to reflect things that were fixed in 4D.

4 Replies 6,726 Views

The Fundamentalist Event shouldn't happen early on in the game. I just had them pop up before I had my third colony in a test game I was running for some research, with the Yor as the only other race in the game. Judging by the population graph, I'd have to say that the Yor homeworld defected to the Fundamentalists. They're not out of the game yet, but they're flatlined on all of the charts.

125 Replies 47,756 Views

Proud Canadian: small button on the top of the context area on the left side. So visibly, it would be at the bottom of the visible map near the left.

125 Replies 47,756 Views

I'll go down the road and tell the guys that built Hubble they did it wrong. And Chandra. And Spitzer. For that matter, any and all space probes ever made. Heck, I'll phone up Russia and ESA to let them know they have had it wrong all this time as well. Glad you could clear that up for us. (big wink!) Sorry about that, couldn't r

24 Replies 11,549 Views

Oh, definitely, my last killer issues have been resolved in 4C. The 2 minute delay before I get the first screen is still around, stability needs work, and I've got ideas for improving things a bit without radically changing the game.

25 Replies 25,207 Views

Bug fix, or new bug? (I'm hoping for new bug, otherwise a good bit of the benefit of miniaturization is gone). Prior to 4D, the sizemod-based part of the size of a component was based on the base hull size of a ship. In 4D, it is based on the post-miniaturization size instead, so while miniaturization is giving you more room, it's also making most of the components larger.

125 Replies 47,756 Views

The victory conditions could be changed by editing the config file in 4C, I doubt that that has changed in 4D, though I haven't tried it yet.

7 Replies 5,710 Views

First, the one I already mentioned in the 4D thread, about having the auto-tile advance skip tiles needing terraforming while there's still unused green tiles on the planet. Having to click back on a green tile smells of micromanagement. Second, we have a go to planet button on the GNN, can we make that go to where the combat happened on combat events? This is certainly better than nothing, but it would be a nice shortcut. Third

0 Replies 2,945 Views

Could you make it so that if we place an improvement on the world map, it automatically goes to the next GREEN tile, if any are available, then the yellow, etc? Once it gets stuck on a yellow tile, I have to pick the next tile by hand.

52 Replies 34,071 Views

First feedback but not a bug (I thought it was, but it's listed as a new feature): when upgrading an improvement, could you move the improvements that are in the same line (economy, morale, manufacturing, food, etc) to the top of the list? I ran into this last night when a planet defected to me, had a basic farm, and I honestly didn't know what the next up level farm was. This is probably going to be more important early in the learning curve, but e

52 Replies 34,071 Views