Popup Target

Popup Target

Joined Member # 633260
0 Posts 3 Replies 7,980 Reputation

Oops, that was Cargo Hull: 50, so it would have added up, except that the basic hyperdrive engine is 13 spaces, so it totals out to 53. Not a major infraction since what I built would have a range of 1.1 instead of 0.9, but the cost is also off. Also, the sensor range of a colony ship is 3 rather than 2, though I have no clue why. O.K., I've got the game up. without the ion engine tech, this is as close as we can come: Cargo Hu

149 Replies 110,446 Views

How about an option to "not show me GNN events of this same type in the future." Do that to all the misc stuff you build, and soon you're only seeing the starport popups. Not as useful for this specific issue, but more useful in a general case.

7 Replies 11,674 Views

planetidiot: I dont' think they were ever in GC2. Stardock is trying to minimize the number of pointless techs in the tree. To the best of my knowledge, currently the only ones that are intentionally without any kind of bonus/new improvement/new component/new module are the ones running up to the tech victory.

24 Replies 11,067 Views

I've found that different bonuses affect your playstyle in different ways. Here's what I found as "interesting" starting bonuses: Racial stats: +60% to Influence: Before the reduction in starting influence generation, this was an easy way to win. Between that and an influence resource, I once had a game where 2-3 times, I'd flip planets that weren't even in range of my survey ship. +4 to sensor range: All of a sudden, your colony ships can go out

4 Replies 10,179 Views

I think you are missing something on terraforming (which is getting upgraded soon, so I don't think it's worth discussing until we see where it goes, since it should be out in two days, I think), because it does not work like it did in GC1. Take the actual third level, Terraforming. When you research Habitat Improvement, one of your tiles (on PQ 11 or higher planets, has no effect on smaller) that is not in the ocean but was not previously usable will turn red. This tells you that that tile i

3 Replies 7,268 Views

GC1 was pretty heavily moddable, and GC2 will probably be more so. What level of moding are you interested in? Thanks to... darn, forgot which of their products they're using to do the UI... You can make major changes to the UI, not just skinning it. custom graphics for events were in GC1, and I'm sure other things in GC2 will be moddable. You won't get to mod the AI, however. That and the core rules are just about the only things I know you won't

3 Replies 4,645 Views

I'd say that it wouldn't make sense for weapons and most of the modules. It does make sense for defenses (X amount of armor spread over a larger ship will be less effective than the same amount of armor concentrated on a smaller ship), engines (the exact same engine that makes a tiny hull go twice as fast isn't going to make a huge hull go twice as fast), and life support (larger hull generally means larger crew, which means you need to provide more l

24 Replies 11,535 Views

Colony ships don't have sensors on them, the sensor range they have comes with the basic hull. In other words, every ship has a sensor range of 2 plus what range they get from installed modules. I know that I can build a colony ship that is equal to the starting colony ship in every way but with longer range and cheaper to build with no techs other than my normal starting techs and the ion drive, so I suspect that this is something you're not doing r

149 Replies 110,446 Views

Star Pilot, you're making me feel like a lucky man. One time, it's so late in the game that I'm throwing around my speed 15, sensor 20-someodd, range 5.(something) scout ships all over to make sure that if there's anything left anywhere that I could want, I know about it. There's a small bunch of stars along one side of the map, about a quarter of the way out of hte corner, with no ownership colors, so I figure there's nothing of value there, but as

36 Replies 17,977 Views

As much as I'm all for options, permanent wormholes in otherwise open space are exactly the kind of things that throw AIs for fits, so adding it as an option would cost the people that don't want wormholes. So, we'd have the devtime for making them work, the dev time for any issues this raise (control over a wormhole, ability to charge, econ bonuses/trade routes through, etc) plus the dev time for making the AI able to cope with them and all the just

24 Replies 11,067 Views

And if I'm not playing the humans, I might not be on the UPC? Or is it whoever is in contact with the player race is in the UPC? I don't want the AI to have advantages I don't (except at very high difficulty levels), and likewise (but more so) I don't want to have advantages only because I'm the non-AI player. Not entirely realistic, but I'll still tilt that windmill when I get the chance. I definitely agree that "propose XYZ to join the Galactic C

13 Replies 16,809 Views

Star Pilot, I've definitely seen the AI adapt, though not as consistently as I'd like to see. I don't know if it's because the AI usually goes to war and slashes its research budget (whereas I raise it after I get my initial defensive ships ready) so it can't compensate, or if it's trying to compensate against multiple opponents and is waffling so much it gets battered by all of them. Wow, this new dimension is going to give the AI dev(s) a massive t

18 Replies 30,500 Views

Agreed, we should know all UP bills one turn before they're voted on so that we can at least know that something important is coming up and buy influence. Being able to buy support on the issue would be better, but might be a stretch this late in the design cycle.

35 Replies 51,053 Views

Agreed. Come to think if it, there's something I'd like to swipe from Civ3 if there's a positive cost analysis on it. The ability to buy contact with other races from races that do have contact with them. Range obviously isn't an issue, since we can maintain contact after a survey vessel who's crew is in deep sleep passes buy one of their ships.

13 Replies 16,809 Views

I'm not sure if you're stating an opinion of how it should be, or are just incorrect on how it actually is. In neither GC1 nor GC2 is Interstellar Republic a prerequsite for voting in the UPC. Stating a preference. I seem to recall that in GC1 (not sure about GC2), there was no UPC until someone inve

149 Replies 110,446 Views

It will be available that way, not sure if there's an extra charge for it. I seem to remember with GC1, there was a small one just to cover S&H. I'm not sure. Not like there's anything important or even interesting in the box. Most games now adays, you get a keyboard shortcut foldout, a "quick install" guide, and everything else is on the CD. Sometimes you don't even get jewelcases. Size of the beta? Size in what respect? am

2 Replies 5,911 Views

Noghanimus: That's the way trade worked in GC1 as well. The value of the trade route would go up in time, and it wouldn't be until later cycles that the variation on where along the trade route was noticable against the increase-over-time factor. jmgarth: I've always felt that everyone that had researched "Interstellar Repulic" should be in the UPC, and if they hadn't, or the quit the UP, they shouldn't be. What you're seeing is consistan

149 Replies 110,446 Views

The ship hulls and extras break down into 5 styles, so we only need to break them down that far, we don't need a seperate directory per race. However, I'm pretty sure the connection points and jewelry radically change between those 5 styles, so that's probably why some of my ship designs turned mutant when I used them in a later game. Being able to pull up a design from another style and make it fit the current style would be nice, but I'm

10 Replies 6,593 Views

Cif3Fanatic, been there, that's one of the reasons I avoid alliances in GC1. Just too many times I want to say "remove your anatomy from inappropriate other anatomy, and stop thinking like a warmonger, getting into that war was STUPID."

3 Replies 4,375 Views

I'm not that worried about it. The "no longer defined in terms of anything we can measure against" is in terms of we 21st century humans. We have no frame of reference, so we don't know if going from stardate 1.00 to 1.01 took an amount of time corresponding to what we would think of as a second, day, year, or century. No more arguments about "completely taking over a planet in a week is impossible" because we don't know how long a tick of the clock is. A tick could have been a decade, thoug

15 Replies 14,087 Views

It would be nice if there were an easier way to find the counter-handed item to a given extra. There's at least one case where if you're scrolling through the list, you'll think the counter-handed item doesn't exist, because it's drawn at a different enough angle to look significantly different.

6 Replies 4,616 Views

I disagree. I've got standard designs that I WANT to have show up as soon as I have the tech for them in every game, to remind me that better stuff is available. In fact, I've considered sitting down and designing various constructors/colony ships with varying speeds and range for various paths through the tech tree. GC2 probably needs a seperate saved directory for each hull visual type in order to keep this functionality since different

10 Replies 6,593 Views

Most certainly will stay tuned, it's not like I've been quiet about what I think needed to be tweaked BTW, if we've made suggestions in the past that seem to have been ignored, should we raise them once more during the 4D beta phase, or assume that they've been ignored for a reason? I've got one serious pet peeve that none of the devs have commented on.

25 Replies 17,875 Views

I really need to work on my communication skills, I had suggested this in the same message that I suggested the rallypoint governor, suggesting the governor as an alternative to moving rally points Come to think of it, you didn't notice the rally point governor idea until a few posts later either. I think the fact that I'm far too capable of writing painfully long posts works against me most of

14 Replies 22,187 Views