O.K., this was an odd one. Since GC2 CDT's on me too often to finish a game, and it CDT's within a few turns if I try loading a saved game, so I tried a tiny game, rare stars, rare planets, rare inhabitable planets and a single opponent. Figured that way I'd get it over with fast. Well, it still CDT'ed before I could explore a 3x3 sector map, but that's not what I'm reporting. It seems it stuffed my opponent into a pocket universe, because even aft
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Frogboy, would it be possible to make the two partitions adjustable? one thing I noticed was that when I increased the screen resolution, the upper half grew more than the lower half, despite displaying the same amount of information (except for the scrollable list of techs on the left).
No, and I've completely uninstalled and reinstalled several times to make sure the problems I'm seeing aren't a bad install.
Until playbalancing is done, those numbers could radically change. in GC1, I was used to seeing the larger planets having a population close to 100B. I haven't broke 40M in GC2 yet, so play balancing may swing this issue back in the GC1 direction.
Another point is that you can't cram nearly as many people into a GC2 colony ship as you could in GC1. In GC1, I don't think there was an upper limit, or if it was, it was huge, because I accidentally threw a few billion people into space once in a while. Now, with GC2, you're capped to 1000 (I haven't paid enough attention to see if that's actual people, or thousands of people, but it's definitely not millions, because I can max my colony ship from a colony with far less than a 10M population
I still think that having to come back to every colony you've got whenever you've got a new improvement available (as opposed to an upgrade of an existing one) is going to be a pain. Shoehorning in a seperate system for reserving tiles for specific, automatic, future use is probably too much work, so I'm thinking I'll ask for something a little simpler. How about zero-cost, zero benefit improvements that can be placed before you get the real improvement? So, since you don't start wi
I'm fine with the all or just one upgrade, though a small extension to the all might be helpful. How about "all that can be upgraded within X turns"? That way you don't accidentally disable a remote ship for 100 turns.
Astax, a 32 bit signed integer is limited to that. Most modern compilers allow you to declare 64 bit integers, even on platforms that aren't 64 bit. Heck, I've seen compilers that allowed 64 bit integers on 16 bit machines.
Well, it made sense, and there wasn't much to disagree with, so I didn't have much to say, so I tried not to babble. Now look what you made me do
Actually, I don't think the claim has been made that noone likes multiplayer, but rather that multiplayer isn't a big selling point in the 4x TBS genre. You can speak for yourself, and some of your friends and rabid game player associates, but you can't speak for the majority of TBS game players. There really aren't many (any?) 4x TBS games that hit it big because they had multiplayer. Yes, for realtime games, especially FPS games, multiplayer is essential, and yes, there are 4x TBS games tha
Lowa11, I think any governor replacement that can't handle new buildings is still a major step backwards. There are to many improvements that you don't start the game with. Banks are a big one. I agree that GC1 style governors won't work, but we really need to find something that will, otherwise the micromanagement in GC2 will increase considerably over GC1.
Yes, there are other types of multiplayer, and as I said, hotseat is the only type of multiplayer I've enjoyed with turn-based games. PBEM is too slow paced for me to enjoy. Now, I'm also not saying that noone would enjoy net-based multiplayer games, for that matter. I'm just trying to get the point across that as much as someone might love them, that doesn't mean that everyone, or even a majority of people would enjoy it. I WILL buy a multiplayer expansion pack to GC2 if
Bickfutted, I can understand your passion. There are several things I'm passionate about in the games I play, and I seldom get exactly what I want as well. The difference here, I think, is that I accept that just because I'm certain that feature X would improve game Y, and that many people I talk to agree, that doesn't mean that it would actually be good for the game. Yes, I'd like to see multiplayer in GC2, but not if it means giving up anything else major, which it would. How ma
Know the feeling. My girlfriend and I like playing games together, but she hates just about anything realtime for exactly the reasons you describe, and I'm so addicted to the pause button that it might as well be turn based Turn-based gaming is, if not a dieing breed, then certainly one that is loosing market share, not just here, but everywhere.
Dano13, I agree. Governors as they existed in GC1 won't work for GC2 because of the planetary tiles. The suggestion I posted above is the only solution I've thought of that didn't involve an extensive AI for govenors, probably extensive enough to kill the idea right there. However, since there's been no feedback at all, I'm assuming that neither the devs nor the players think that it's both doable and usable. Understandable, I'm a freak when it comes to what I would consider usable
I actually wasn't as dissapointed by MOO3 as most people were (except for the idiot AI that shipped with the release version), so there's definitely room for differences. Oh, actually, there is one more MOO3 dissapointement, but this one wasn't at release. I wanted to fire up the various versions of MOO to try to get a more neutral view of the
Oh, don't get me wrong, i'm not saying that we can't do better. In fact, I like the idea of needing tech to make planets colonizable, though having each race have different planetary preferences doesn't work for CG (largely because the backstory explains why for the most part all the races are so similar, including planetary preferences, but also because that would mean tracking different types of soil enhancement/habitat improvement/terraforming, improvements that stop working because the curr
Oh, I understand wild guesses. I'm just wondering. Many of my posts lately have started while I was waiting for GC2 to start up (largely because the "Next Turn" button keeps going awol, but I'm willing to put up with it as long as it doesn't go awol on the first use. This is a beta test, and I'm mostly using it as an excersise to find out how to break things, now to baby things so that they don't break, etc. Kind of a "wonder what happens if I poke it with a stick" experience <img src="smile
That sounds interesting, but it's still a land rush to grab the near Terran worlds, then a tech race to get to the point you can grab the other worlds. Still, that is better than a pure land grab. In fact, that's part of my strategy in GC1. Take +5 PQ, build the Terraformer, and do a late-game land grab grabbing everything PQ 12-14, since those usually don't get taken.
Sorry, Tim, I like the idea of blockades, but your way of doing it wouldn't interest me in the least bit. I don't care how much you justify it, if a blockade can't be broken at all from the inside, no matter how weak the blockading ship, you're just begging for blockades to be abused. Set a minimum combat strength that needs to be stationed there (based on the technological and industrial base of the planet you're blockading), and you've got a workable way of dealing with it that's harder to a
Come on - that's not realistic and you know it You run the company? If not, then you can't say that that is not what the decision would have come down to. There are games that can be easily adapted to multiplayer, or even depend on it. Then there are games that aren't. It's already been stated that adding MP would have taken 15% o
Disabling the internet check didn't help, at least not in my case.
I'm not sure what you mean by giving fixed cities, but if it's what I think it means, then neither of those two games are 4x strategy games by my definition, and Horizon sounds borderline. I'll admit that the rate of colony development in GC2 is a tad unrealistic and contributes to the land rush feel of the early game, but if you make it too slow, then the game's not really 4x anymore. Regardless of the pace of colony development, most 4x games reach a pivot point where either your l
I disagree. I think it's more important without simultaneous turns, otherwise a ship can move in and attack a planet/travel across the border/whatever even if you have faster ships on the defense, because you can't move while it can. Now, I'm talking automated. Especially in multiplayer, you don't want to get down to asking a player if they want to attempt intercept every time it's possible, it will slow down the game. In my mind, units that have the intercept ability would have a
I've got always-on DSL, so that shouldn't be an issue. I play behind a NATing firewall, so that might be an issue.