rogerano: Very good point, actual in-game examples of this effect. And I couldn't agree more that the points that need to be argued are how it affects the game. That is number one, and after this post, I'm dropping anything that isn't specifically gameplay related (especially since my opinion is to change the system, and I'm debating with other people that think the system needs to change). Basically, my point was that the amo
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Sabre21, for some reason I couldn't find it either, despite refreshing, checking for updated apps, even rebooting. Then I switched my server from Chicago to California, and there it was. I don't know if it's a server issue (didn't go on the chicago server as soon), or if it was a StarDock Central issue (not seeing the updated app until I switched servers).
I came very close to a tech victory once in 4A or 4B. Had 1 turn left for the last tech when I got a culture victory, so I've seen most of the tech tree (pre 4C changes). There are some techs that seem to be placeholders, but not many, especially outside the branch that leads to a tech victory. Yes, in GC2, it is theoretically possible to get a tech victory without having researched any military techs <img src="smiles/Smile.gif" border=0 ALIGN="abs
Tandis, agreed completely, and I mentioned that it's a good bit more realistic.
I'm very happy to discover this, that's been one of my main minimap gripes. The other one is that the buttons that are near the minimap overlap it, so sometimes I hit those buttons clicking on the minimap near the edges.
I had my taxes at 60% in an existing 4C game, loaded it in 4D, and my approval rating dropped from the 80-90% range to 29%. However, I got back over 80% just by dropping the taxes to 45%. A good bit more realistic, I know that if my tax rates were 60-70%, I would be working under the table or taking a rifle to the nearest clock tower.
Minor comment: Even after a reboot, refreshing, checking for new revisions, I couldn't find it. Then I switched from the Chicago to the California servers, and there it was. Lost the rest of the evening, and stayed up much later than intended.
Ashbery76, I seem to recall that in GC1, the parties that got votes other than yours were usually areas you were weak in. Getting the fuzzy end of the lollypop in a war? The war party would get votes. I don't know how noticable it was (didn't pay enough attention to it, actually), and I don't know if that functionality is in GC2 (yet) for that matter, either.
CrispyMouse: Agreed, that's really all I was trying to point out. If the Devs think they have higher priorities, that's fine by me, because a mod editor is something that can easily be done by someone outside of Stardock. Wouldn't be the least bit surprised to see a fan-authored mod editor within weeks of release, if not before then.
Now THAT make sense. The wonder is the UPC HQ, and the members are the races in contact with the race that built it. THAT I can live with.
My comment about the ships was about an insane plan to write a perl program to generate all possible cost-effective colony ships and constructors with naming conventions like Col-XXXSYRZZ where the XXX is the cost (so that I can always grab the cheapest one if there are two paths to a colony ship with the same stats), S is the speed, and ZZ is the range. I've already got hand-made designs for both colony ships and constructors at all speeds
I agree, but if it's a wonder or anything hard to build, there has to be a benefit to having founded it, otherwise why build it?
Correct, I've already been fixing things I thought were problems in GC2 that way. Sadly, the saved ship designs are not XML, otherwise I could have some REAL fun with them The graphics are PNGs, the rest of the files are XML. Not too hard to work with that. True, there won't be a tool to edit them, but I don't think GC1 had that for a while either.
I didn't explain that well. The problem really isn't that in in GC1, Civ3, and similar, there was a one-to-one correspondance between a battleship and the tech required for the battleship. and in GC2, there are multiple tech requirements. The problem is, there are thousands of ships that could be called a battleship. There are thousands of ships that could be called a scout, or a survey vessel, or whatever have you. This makes it hard to
Star Pilot, the "Goal" tech sounds reasonable if you know the tech you want, and is the same thing Civ3 did. But I don't think it's what the OP was asking for since he didn't know which techs he needs. Yeah, having a link in the tech screen to the ships that a certain tech enable, and that link pops up a window showing the ship stats and what other missing techs you'll need to make the ship. Maybe even color-code the links as to whether or
A large ship *should* be able to extend its sensor range more easily than a small ship. They have more room to add in more sensor packages, and add in more processing bits to better merge their sensor inputs. Star Pilot: You're missing my point. The same volume of sensor equipment will be more effect
Hmmm.... That doesn't map cleanly to GC2. It could have to GC1, and does to Civ3 (haven't played Civ4, so I don't know for sure). First, if it's just general advice, the Civ line (and GC1) use a (possibly) multiple prerequisite tech tree. GC2 has no multiple prerequisiste techs and only a few branches, but the tech lines are mostly linear. Another problem is, for any given ship design, there's a list of required techs. I'm not talking te
There's a bug that I reported a little while ago that I just realized may be the explanation for why people are seeing AI ships that violate what players of the same tech level can do. The bug is this: There's no check on pre-designed ships to make sure you have enough miniaturization tech to build them. As a test, I loaded up a saved game where I had almost all of the techs researched and had both miniaturization improvements bu
Devs: Just repeating a bug I found and mentioned in the previous post, since it would be easy to overlook: Range isn't being computed properly for ships: The default Colony Ship, possibly others (haven't checked) don't get their 0.1 from the basic hull (so 3 basic life support units, which should *ADD* 0.9 to the range result in a range of 0.9 instead of 1.0), and player-designed ships get an extra 0.1 of range when they add their first ra
It would be preferable to be able to create the exact ship, but as I pointed out, what we can build isn't that far off from what they're providing. 20 BC cheaper, but short 1 point of range and one point of sensors. Just looked at the GC2Ships.xml file. The basic Colony Ship is defined as I spec'ed, with those two modules. Don't know why they put sensors on a base colony ship. This I would say is in need of two bug fixes and one tweak.
ECM and chaff would have to be larger since it's trying to distract from a larger target. It could be argued that larger ships are giving off more drive emissions and other interference that would have to be compensated for in order to increase the sensor range, so having a sizemod for sensor modules does make some sense. Just took a look at the XML file, and it looks like the only things that don't have a sizemod subelement are: Missile we
That's just not right. We're obviously doing something different. I'm not even taking the racial research bonus and I'm doing much better than that. 1) What's your overall funding level at, percentage-wise. That should be at 100% except at times of financial crisis. 2) What percentage are you funding research at? (mine are usually in the 30-60 range, higher at times when I have nothing but techs to shoot for). 3) Ho
This is more for the players than the devs, though the devs might find this interesting as well. Yes, these have been reported. Some of them were reported well before 4C, so I'm surprised that they're not fixed already, so obviously priorities are elsewhere at the moment, which is understandable. This should help smooth out early-midgame progress, as well as helping the AI since I doubt it knows about how to deal with these issues in an efficient ma
Peace Phoenix, I believe I summed it up quite well in saying "Nothing assures a galaxy full of war like making sure everyone has the Alliances Tech." Usually, my games devolve to the point that there's two alliances beating on each other, me swiping every resource that gets uncovered, and propping up the loosing races so that it doesn't become a game of one alliance vs me.
To quote a true (mad) genius "ship not white, no go fast." For those that don't get that admittedly obscure reference, I can only feel sorry for you and point you at "Illegal Aliens" by Nick Pollotta and Phil Foglio. Not a masterpiece of a book, a little shakey in parts, but there were certainly moments of stunning brilliance in it.