I spent a lot of time this weekend playing around with this issue, and have a few game-balance and game-play issues and suggestions to make. First, the econ improvement chain is totally broken. As near as I can tell, "Market Center" -> "Adv. Market Canter" is the only upgrade that works. Adv. Market Centers do not upgrade to anything later in the chain, nor do Trade Centers or Banks. These latter two aren't much of an issue because of ite
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1) When you complete the Orbital Terraformer wonder, any already-queued enhancements stay in queue and take the normal build time (until I realized that, I thought the Orbital Terraformer didn't work). 2) I get ghost ships, both mine and the AI ships, where a ship was, but when it moved, it gets displayed in both places. I don't know if this only starts in tactical (zoomed out) mode on the main map, but zooming in/out does not clear up the
Frogboy, sounds like you're cutting both Gravity Accelerators and the Hyperion Shipyard down to +1 speed each, is that true? Not complaining, though I will admit that as a first reaction, I don't like it.
Actually, it would still be nice. Zoom out, pick the general area that you are interested in, zoom in. Having a way to scroll the tech area other than dragging it would also be nice, as scrolling that way limits you to the height of the viewport, so I have to let go, scroll back to the top, grab again, etc.
Right, I think. Basically, do the same thing as if I had gone to every planet that had RallyPoint X selected as it's destination, and switch it to RallyPoint Y. I'm not that worried about ships in transit, unless I was missing something in GC1, it's a lot easier to correct ships in transit in GC2 than it was GC1. On a related note (both to rally points and streamlining the game), can we get either a different dropdown icon for ships that w
Agreed, I was quite happy to see that with the Advanced Troop Module you could stick 6 of them on a cargo hull and lift 6000 troops in one shot (haven't tried that with the basic troop module since Beta 2, at which time it didn't work). Having more advanced constructor modules so that we can stick multiple modules on a hull to do multiple upgrades would be really nice. I still like the idea of a "govenor" like function where I could tell al
O.K., Just did some testing. Works fine if the map is zoomed in far enough to drop out of the tactical view, but if you are in the tactical view, ALL rally points get placed in the square above and to the left of the square you clicked in. As much as I love the way the game looks when you get in close, I spend most of my time at the tactical view. And yes, as I mentioned, creating a second rally point can be done, but it's a pain reassigni
Three issues, though one could definitely be me. When I try to put a rally point on a starbase, I get one above it. You're saying that I should be able to do that? Second issue is what do you do once you're done building that starbase? Is there a way to move a rally point? If so, I can't find it, if not, I'd need it to use it this way. Without that, I have to destroy the old rally point, create a new one, and then go and tell every plan
Well, I did some more testing, and I know know that the resources are global, but at least the military resource doesn't work quite the way it did in GC1. It seems that the bonus a ship gets is fixed at the time the ship is completed. Because of this, my earlier tests that I thought confirmed the limited effect were invalid. So, to quote Gilda Radner, "Nevermind."
I know that resource starbases applied empire wide in GC1, I'd heard (in one of Brad's interviews) that they didn't apply empire wide in GC2, however. Does anyone have a confirmation one way or the other? I've got a game in progress at home, maybe I'll destroy a few resource starbases just to see what happens.
I've found that most of the time that they show through as an available resource as soon as the AI has built a starbase there. I wasn't sure of that until I watched it happen. Had the Dregin run a constructor through a tendril of my empire, and right on queue, a resource appeared in the FOW right where the constructor was heading a few turns after the constructor entered the FOW.
My standard start with GC2 leaves me with all drives short of impulse, and Impulse drive is the first tech I research, because that 1 extra speed really makes a difference. As for your points: More micromanagement: True, especially with the improvement lines that don't improve continuously. Factories upgrade all the way from basic to industrial sector, but it's one of the few lines that's unbroken. Morale is unbroken as long as
CariElf, is it saving the ship designs by the given name, or some unique Id in the saved game? As I mentioned, the one time I managed to play for a while after reloading a saved game, it had upgraded all of my old 'Def-Sm' ships to the latest and greatest 'Def-Sm' design. 4Atk/2Def to 8Atk/12Def. my first few 8/12 versions had just cleared the factory, and at least half of what I had was the 4/2 design, so this isn't a case of mistaken identity on my
I think that was referencing the resource starbases, and we don't get to pick where those go. I've had that issue as well. I think the range on the resource starbases needs to be bumped up 25-50%, as even when I've got one in the heart of my empire with Abundant Everything, I'm lucky if I've got better than a Class 10 planet within range.
Playing on a huge map, I don't explore anomolies until I've found most of the nearby planets, and then I'm perfectly happy to get my survey ship thrown to the other side of the galaxy, as it makes contact with all sorts of interesting civilizations on its way back, allowing me to trade with more AIs giving me an edge in tech trading.
And then the turtle would come to me whining saying "the (Drengin|Torians|Arceans|Korx) are beating up on me, is there anything you can do to help out?"
There's more to it than that, though I certainly can't disagree. I played a game last night that crashed and I had to reload. Well, I had gone through three consecutive ship designs called 'Def-Sm' ranging from 4 atk, 2 def to 8 atk, 12 def, and after I reloaded, they were all upgraded to the 8 atk, 12 def, and I've been playing it for quite some time without it CTDing. However, that could explain why I often see CDTs on load, since I tend
Anyway, getting back to the topic, Yes, I'm definitely having fun. I'm still getting my mind around the concept of not just being able to specialize colonies far more than GC1 could, but HAVING to. I really feel sorry for the programmer that has to do the AI (forgot his handle), because the new starship design system lets you create some really interesting special-use craft. I'm far from knowing the best way through the tech tree. And I'm working o
I'm not trying to fan the flames for that matter. Your requests sounded perfectly reasonable, both things I've thought about myself, and I'm glad to hear that they're already planned. However, I think you should go back and read that first paragraph of your message. Ignore the fact that you know what you were trying to say or how you saw it leading into the rest of the message. It doesn't come across as "I think I've got a few ideas about
Actually, I do think GC2 is fun already, but I've been focusing on those parts of the game that are different from GC1. It does need work, but it's getting it. What most game companies call an open beta is really a preview with most of the functionality in place, the real beta was closed. This isn't the case with Stardock, as others have mentioned. Stardock wants our feedback on how to improve the game. Keep in mind, starbases (a critical part of
I've heard of other unreplaceable starport issues, but I haven't heard of this specific one. If you loose the starport due to PQ-reducing and/or improvement destroying invasion tactics, you can never rebuild it.
Let's remember, this is a war game. One very minor nit. While I agree with your analysis, GC is a game of conquest, not exactly a war game. While MoO3 may have had Senate bills you could put forth, that's the only real area beyond the military I found it even close to the richness of most GC1 games
The second release Friday night went a very long way towards making GC2 a very enjoyable game. In fact, I had one game that easily rates in my top 5 games of GC1/MOO2/MOO3, and I've played hundreds of each (except MOO3, only dozens of games there) I posted a few ideas I had for improving the experience in a seperate thread, as I want to focus on what is already there in this thread. The stability is greatly improved, to the point
A word of warning, be aware that any ideas/suggestions/preferences I have are going to be biased by my love of gigantic galaxies and the fact that I haven't played with GC2 rally points yet. Several ideas I've not seen discussed here follow. First idea, I'd like a way to go straight from the dropdown icon on the right to launching, without going through the starport screen first. I definitely think that right and left click should stay as
Agreed. My usual start is to crank spending up to 100%, taxes up to 60%, buy either a factory or lab on my home planet (depending on bonus tiles and my mood), buying a starport and maybe a factory on every new colony, and sometimes I'll throw in a colony ship as soon as I see my influence border (if an AI civ is close, it will be something other than round) if there's a nice planet I want to make sure I get. While there's been debate on whe