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
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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
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.
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
Aside from some last-minute "beta testing," finding out just how much of how to play Civ3 I had forgotten. It's embarrasing to be back on "Chieftan" level
Yeah, but the true silliness occured before the chat officially started.
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
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
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
There's also a racial bonus for soldiering I believe, courage. 1 point for 25% improvement.
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
No, this is the first time you've said that you'd feel pressured to fight tactically. Really? Let's start with my first message to you, Message #26 So what happens i
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.
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.
Resources do not respawn. I'm not sure about anomolies, but if they respawn, it's at a very low rate.
No tactical, with one exception. If it can be done right (the AI is equal to a human in ability) without sacrificing features I do care about, I'm fine with it being optional.
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
Each ship has it's own range that it can travel away from a colony or starbase. This is completely seperate from the range of affect of a starbase, and is equal for both a colony and a starbase. Does that make sense?
it should be noted, however, that the Dread Lords ignore the Galactic Privateer, so I don't know if it works on "Minor" races.
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.
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
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.
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
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
You would find me so boring. My names look like Col-Sp4R22 Def-Sm-M6A4 Raider-Med-Sp6B4 Etc, etc. Until I hit endgame, and then I wind up with names like BF Hammer, Anvil, etc.