Popup Target

Popup Target

Joined Member # 633260
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It works something like that, with modifiers of course, and I'm not sure of the exact numbers. The amount of revenue a colony generates depends on two things: the "tax paying" population of the colony (which is the reported population, the game doesn't report those that aren't paying taxes), and the economy bonus that applies to that colony. The economy bonuses can come from racial abilities, technologies, economy resources, and improvemen

1 Replies 2,232 Views

I'm going to have to bite the bullet and accept that the new AI kicks my butt on Challenging, and drop back to Normal. And that was just the .003 post-release AI. Brad kept tweaking it after that to the point that he lost a game on intelligent, and was getting stomped in another last Friday, though I don't know if all those tweaks are going live (he commented at the time that he wasn't sure if the tweaks would be an overall improvement, or if they ju

24 Replies 35,409 Views

Is that the drop-down notification, or the GNN notification? Just curious, I know I had asked for this or something like it, but because of the change in left-clicking on ship notifications, I found I didn't want this feature as much.

9 Replies 9,046 Views

I did some numeric analysis, and came to the following conclusions: 1) mounting different categories of weapons NEVER makes sense, since you're giving the defender's defenses two chances to reduce damage. 2) If you've got two different defensive techs and you're fighting an enemy with mixed weaponry against both types, you're better off mixing defenses on the ship. The same goes for a situation where the one ship may be fighting two different enemies. Note: This can be av

6 Replies 6,607 Views

It makes a bigger difference on something that will be a short battle than a long one. What's important is how much of the total damage is done in the first round. For example, imagine two fleets of small fighters with 6HP, 4 points of offense, and no defense, 3 ships in each fleet. In this case, it's quite possible that the defending fleet is going to loose a fighter before it gets to shoot back. Two fighters are going to have lower odds

5 Replies 6,912 Views

In fact, you had to be prompted to go there yourself. If you didn't wish to go to the poll because of the title, then I am sure you are not the only one. And statistically speaking, I bet 90% of those who didn't vote also are in favor of no tactical. In fact, since the thread has been mentioned in thi

131 Replies 89,887 Views

Your arguments have degenerated to nitpicking points which are not relevant to the discussion of tactical combat. No, you asked why I we don't want to see tactical combat in GC2, and I answered (needing a good AI and taking developer resources away from things I care more about). In what way is that

131 Replies 89,887 Views

Currently, it's Rebellion-esque, but some of the ideas for an expansion pack involve modules that affect an entire fleet. Imagine a "carrier" who's modules are 1) Increased Logistics cap (optional, not really required for this idea) 2) Increased movement 3) Increased range Now fleet it up with a bunch of tiny hulls that don't need engines or life support. You don't exactly have a carrier, but you've got something tha

8 Replies 8,490 Views

I've done them all in GC1 and GC2. They're all fun in different ways. Haven't done what I'd call a shadow hand game in GC2 yet. I'll have to try that. I suspect that it won't be as easy with the change in alliances.

5 Replies 6,596 Views

I believe what the sliders mean is that if you set research to 34%, social and military to 33%, for example, that each planet will fund 34% of its research capacity and 33% of it's social and military capacity. So, a planet that is capable of 6 points of each would produce 2 points of each. A planet capable of producing 6 points of social/military and 100 points of research would produce 2 social/military and 34 research.

9 Replies 9,185 Views

I never said your play style was wrong. What you've been doing is making generalizations about why people want tactical battles. No one wants to impose their desire for tactical combat on you. Just hit the quick resolve button. Try not to be so anal about how other people want to play the game. I neve

131 Replies 89,887 Views

From what I've heard, GC1 profits paid for GC2 development expenses, so I was under the impression GC1 had made money, even if not in large quantities. And yes, more money is good, no denying it, I was referring more to the primary motivation.

131 Replies 89,887 Views

Happily, you are wrong. otherwise nobody would ever make expansions. Practically all RTS and TBS game expansions add new races/new units/new features that radically alter game balance. Even FPS expansions add new weapons and whatever that alters multiplayer gameplay. Still, throwing out the

131 Replies 89,887 Views

I'm not sure that GC2 does the same thing, but in GC1, the longer a trade route had been running the more money it brought in, and I'm not talking just the higher bonus the further along the path. In this case, replacing an established trade route with a new one is still somewhat of a loss. That said, Galactic Privateer is your friend.

10 Replies 20,827 Views

I can see how you'd like to dismiss this as an issue since you've lost this point of the discussion. I must have a stealth 4th issue in post #73 that I'm not seeing, unless you're assuming it's part of issue 1. I was attacking the argument on the subject. I didn't raise that issue. And it's far from lost, we're just failing to agree to disag

131 Replies 89,887 Views

So essentially, you're backing off your handwaving claims that the leader of an empire wouldn't be down directing individual ships and that having tactical combat wouldn't fit into the strategic focus of the game? What handwaving claims? As I already pointed out, you named examples that weren't moder

131 Replies 89,887 Views