Out of curiosity, I was wondering if this was something that only I see, or if it's common. I've got a good gaming rig (1.5GB Ram, AMD64 3400+, 6800GT video), but when I start GC2, either directly or through stardock central, the game just sits there at about 5MB used and 0% CPU usage for a minute, sometimes three. Eventually the game starts, I'm just curious what's going on. I think it might be the internet test or some license check.
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How about something like captor mines? You'd need the intercept ability being discussed in another thread. basically, it would be similar to the GC1 Antimatter missile, with one big difference. It can move and attack during an opponent's turn. Scatter them along the border, and it will at least discourage anyone from trying to cross your space.
Toonz, that's why we're discussing what is really obsolete and what isn't. If engine X is no larger, no more expensive, and at least as effective as engine Y, is there ever a reason to use engine Y? To be more specific: The Terrans start off with the techs that give them the ability to make the base "Impulse Drive," "HyperDrive" and "Ion Drive." All of them produce the same amount of velocity. The HyperDrive costs twice what a base Impulse Drive does, and is 50% larger to boot. Th
Well, Beta 3 was the first version where the AI knows much about the game, so I'm sure that they know that there's quite a bit of work to do. GalCiv was known for it's AI, and I expect no less from GC2. However, that point made, if the colony ship rush isn't an effective strategy, then you should be able to beat it easily. The initial land grab has been a major part of every 4x strategy game I've ever played, and I've never seen anyone come up with a variation that made the initial land grab
Seer, Ugleb, I don't think that's what they're asking for. In games where some units had an intercept ability, it was active during the other players turn. So, if you had an intercept-capable ship (call it ship A) with movement points left over, and your opponent sent a ship (call it ship B) near ship A, then ship A would move to and attack ship B before ship B completes its turn. In the computer games that I've seen that have this feature (can't remember which ones off the top of my head) th
Actually, right now it's Banking and Trade Center that are the same thing, both give a 20% econ bonus with no maintenance cost. The only difference is the description, the required tech, and the TC taking 4 times longer to build. Now, in CG1, Trade Centers (the planetary ones, not the starbase ones) were one of the best reasons to go almost pure good. They had bonuses to several statistics, not just economy, so it may be that they just aren't done yet, which makes sense given the te
Ugleb, yes. That is the best way to sum up what I said. Ryan's message is the only one other than mine that discussed making the old drives obsolete, and he didn't say which "old drives" so I was aiming at being more specific, and true to form, when I aim at being specific, I use a lot more words than necessary. Aren't we all glad I'm not a tech writer In this specific case, both the Hyper Drive and Ion Drive are larger and mo
Ooh, pretty
Oh, and I just thought of one more addition, just to make things more complicated. Specifying the priority/urgency of the request. 1) drop everything, do it now. 2) put it at the end of the normal work queue 3) put it at the end of the idle work queue. Where the normal work queue would contain anything not added via this mechanism, or anything added with normal priority, and the idle work queue is
Have to disagree with less micro-management, Frogboy, especially early in the game. In GC1, my first act was to create two governors (one is for normal colonies, one was for larger colonies that would produce the bulk of my military ships), and as I colonized a planet, assign it to one of the two govenors. As I got new improvements, I'd assign them to one or both govenors, and the only time I intervened with a planet controlled by a govenor was for morale issues. On the other hand, every time
I was just thinking about that last night. I know that at one time in GC1, the Phoenix class ship did turn invisible if you weren't close to it, though I haven't seen that behavior lately, so I suspect it's been broken or deliberately removed.
I'd say that if ship component X has the same function as ship component Y and is equal to or better in all ways, and better in at least one way, then yes, component Y should be considered obsolete and no longer displayed, though I may be overlooking something. Now, This isn't the same as saying that ship engine Y+1 automatically obsoletes ship engine Y. I'm not sure about engines, but I know for armor at least, there are times when depending on your priority, one of three different
I had the all-black problem on an NVidia 6800GT with 256MB RAM, so I don't think that 32MB VRAM is the source of the all-black problem (or at least no the only one). I saw mention of someone that had a problem that they fixed by disabling one of the races, so I tried it, and now it works for me. The race (for me, at least) was the Iconians.
I've never really enjoyed multiplayer 4x games, because most of them take one of two approaches to multiplayer: 1) each player takes turns, which means that if you're playing a 4 player game, you spend 75% of your time, on average, waiting for someone else. There have been times I didn't have the patience to wait for someone to finish a single turn of Heroes of Might and Magic, let alone a game like Moo[2|3]. 2) make multiplayer different than single player (single player
I certainly agree that it seems less realistic taken literally. However, this would be a fundamental change in the game. Of course, there are other fundamental changes going on, so that hardly makes it unlikely. The question is, what would this change bring to the game? Better immersion, probably. The need to arm just about everything, especially starbases, definitely. I'm not sure what it implies, but I'm actually a little surprized that none of the de
There's one thing about GC1 that has always annoyed me. I'd stick two or more defensive ships on a frontier planet for defense during a war, and they'd beat back the masses. All ships would take some damage, but with the damage spread between all of them, they could keep up with the damage doing repairs. Until one of them leveled. All of a sudden, because that ship has a higher defensive value, it would catch all the attacks, eventually being beaten down
Actually, I thought of something like that when I was saying "Think of a weapon useless for attacking." Imagine if you will, a "drive configuration" that rather than providing propulsion, gives you the ability to damage other ships. The downsides of this are: 1) easily detected from beyond the distance the makeshift weapon is effective at, and 2) takes enough time to configure that if anyone was in range that didn't want to fight, they could run outside the
Interesting idea. The higher our espionage level, the sooner (on average) we find out that race X has completed tech Y, to the point of getting estimates of when they WILL finish it at the highest espionage levels. The description of the highest level does say that we know as much about their government as they do. Then the real question is, when we open a trade window, do we see what they have, or what we think they have? Something to think about. <img s
Impression I got is that we won't be designing our own starbases. I liked doing it in Moo3, but in Moo3 starbases were just big, immobile ships, they couldn't do anything that a starship couldn't. The same isn't true for GC1, and probably not GC2. I'm not sure I can see add-a-constructor SB expansion co-existing with design and upgrade SB expansion. I think the real problem is that CG is extending civ-like offensive/defensive attributes to a situation th
Actually, ProudCanadian, no, in GC1, the defender always uses its defensive value to roll (I'm not sure of the attacker, but I believe it always uses its attack value as well). Otherwise, you'd never take damage attacking starbases or constructors, and the game I've got going on right now, the Yor are loosing tons of corvettes while attacking my starbases and constructors. Changing it so that ships without an attack value would be free kills would have profound ef
Ii was pretty sure that something like that happened, I've been programming since the TRS-80 model I days. Any time I see a number near +/- 2B or +4B, I instintively think 32 bit int (or unsigned, in the +4B case). I just don't get how it could overflow adding up zeros, which is why I brought this up. This will definitely take someone that knows the code, as opposed to an educated guess. Even if I added up the maintenance costs shown on the design page (w
Had an interesting bug crop up in a 0.21 game I tried to play. I was spreading out like crazy, dropping tiny hulls with high defenses everywhere I went. (0 maintenance according to the ship construction screen, though ship design showed a rather hefty maintenance fee). Then all of a sudden, I get a popup telling me that my treasury has gone into the negatives. I was surprized, and then quite shocked to find out it was in the negatives by over 2B BC. Somehow, even
I've got mixed feelings on the idea. I personally feel that it's taking things too literally, though I'm not entirely opposed to seeing something like this. When attacked, a ships attack value doesn't enter into the equation, even when counterattacking. So to me, the defense isn't about how well the ship can shrug off an attack, it's how well it fights a defensive battle. After all, why should a ship with a 60 defense and 1 attack be so much more dangerous to att
Oh, agreed, I'm not worried so much as curious.
This weekend as I was beating on 0.21, I noticed something that was rather visually disruptive and in an area that I'm not expecting to get a total overhaul soon (which is why I'm not commenting on the tech screen). If you colonize a decent sized planet, then queue up something to be built in most of the zones, then remember that you need a starport asap, place the starport, then use the up button to move it earlier in the queue, the queue scrolls to the top