Yeppers. Star Dock is A-#1! [Meatwad] Frogboy is the Duke of New York! [/Meatwad] Star Dock is fantastic at providing support, and they make high quality software. If only more companies could learn from them. Sigh.
Lord_StarPilot
We've been told that unspent BC will go back to the treasury. Haven't checked the math to see if that is happening in the current build.
Zoomba, I do not suffer from a lack of imagination. If the technology possessed by the races in GC permit FTL, then they should be able to engineer a way to prevent ships from going FTL. This would allow races to create their own barriers, whether local or galactic in scale, which would allow for military ships to make blockades or create mobile zones of control. This would even feed into why warships "posture" so much around potential rivals. If they were to just "f
Spazzle, that's my point. Nothing in the game should truly block you. It should just have more interesting areas then others. Star Dock actually agrees with this, as in they decided that you should never be able to block a true civilian ship... as there was just too much space to go around anything. Civilian ships will pass through inconvenient objects like starbases, other civs non-hostile warships, blockades, etc etc etc. Warships, on the other hand, always "posture", so warships actively don'
From a game point of view, it heightens the "rich get richer, and the other guys lose faster". Too much of that isn't fun. Why? Easy... the more of their wreckage you crawl, the better your ship tech gets. For you to have a survey ship to crawl their wreckage, you either a) Own the skies, or b) are on friendly terms with them. Otherwise, they'd blow you away. What's this mean: 1) you are blowing them up already, so you don't need help getting further advance
Lucky Jack... thanks for pointing out that I had left out three worlds "... in this beta." I had thought I'd had included that in the reply. Whoopsie! My bad. UI will get focus in the next phase of beta. And comments about improving it wil lbe welcome past that, but we shouldn't wait until beta phase 4 to suggest that they completely redesign the UI as it "Sucks! Sucks! Sucks!".
It was a demonstration of your actual point , VagabondNomad, about being being emotionally attached to all of your ships you ever make in a game of GC2. It was not silly proproganda. Note that others agreed with me at the time about that number, or even the 24 you later suggested. So you are incorrect on that "no one else" bit. It was no one agreed with you on your point of making all ships "emotionally significant". BTW, that comment of mine in this thread is over a month old, Vag
And, you get warnings if defection is a likely thing. A pop up warning you, and Icons show up on the planet from then on while the planet is "restless", showing it is at risk. You need a report that shows all your restless worlds, so you can do things to help convince them to stay (ie, adding strong influence facilities, or alien-influence resistance facilities, or greatly raising the morale).
Martin... if you have nanofacturing, as you mention in passing, the a ship could upgrade itself in the field. If it has sufficent implemented nanotechnology and the data plans. It might need to go "offline" for a little while as it updates its components, but with sufficent informant and nanotech, they'd be able to upgrade in place. You just wouldn't want to be around that section while the nanites do their thing. They might decide you make a convenient source of raw
Agreed, but we just seem to have a different definition of "fun". I don't find it fun to have my ships automagically upgrade out in the middle of nowhere. Rather, that's taking fun away, and replacing it with cheese. Sure, maybe it's easier, maybe it automates something that you don't want to do, It's something you can CHOOSE to do. But it's not something that should be gi
Realism? In a game featuring aliens in rubber masks and FTL starships? If we have a research queue, which is on the "top 10 wish list items", then the Research Points (RP) could just roll over to the next item in the queue. If their is no next item in the queue, then ask the player. If you get asked 5 times in one turn resolution, such is life. Congrats on being a super res
I've been leaving my tax level at the default at the start. To make up for not knowing where that "happy" line in GC1 is for the home world. Under those terms, I've found I had to throttle back from 100% spending to somewhere at 40 to 50% spending, if I don't use banks on my big worlds to pay for their other tileage. Adding in Farms to raise your people isn't nearly as effecient as
Currently, small worlds are great for upping my treasury! Get banking, then fill up those tiny and small worlds! I use the moderate sized worlds for money or research currently. (Beta, build 12) Of course, once moral is added, I'll have to see how that cuts into the basic economics. But right now, a few small "pure banking" worlds will let me pay for my heavy industry world that is cranking out the colonizers or transport ships. Haven't needed to build any c
I'm sorry, Marquesa De Sade. I had to update my video card drivers to get GC2 to work. I'm guessing you've done that by now. Good luck!
When a ship is selected, Beta build 12 shows a small biege blocky line of how far it can go. I've had the problem where my transports could reach beside an enemy world (all around), but did not have the range to actually reach the world! it was outside the "range" box marker, but darned hard to see. I've had similar trouble with colony ships, often enough. Seems weird, but their you go. Now, maybe there is a bug, but check next time, and see if your range bo
If you check the back story of GC1, you will see that starship drives are x10 faster then stargate technology. That's why all the races take apart their gates! You can go anywhere with stardrives, and they get you their faster. What people seem to want are faster ways to get around between their worlds. GC1 hinted at such things with its multi-dimensional techs, but never provided for "instant gating" technology. Instant gates are interesting in the games th
For simplified game play, Brad has stated that we will be about to upgrade all of our ships within our influence. No need for shipyards. However, if you can upgrade all units at one time (via an upgrade feature), that will probably allow for the "bug" of upgrading front line ships that are out of your influence. Otherwise, you won't be able to upgrade all your ships at once, will you? That implementation will be interesting. Realistically, the more ships that use the same components, th
The "Hit any key" button is missing from the invasion screen. You have to hit enter... then the game resolves via standard invasion coding. If you pay attention, you get the quick "2 vs 2", "3 vs 2", "1 vs 1" thing changing at the top. That's the old GC1 thing where the game was generating its basic odds, and you hit the bar when you see something you like (or just want to start the invasion). If you are seeing "0 vs 0", don't panic. I think. You should stil
I've noticed some odd behavior when I scroll on the side of my auto-hide task bar. It's much slower scrolling on that edge then any other. I'm curious if your (hidden) task bar is on the top, BoggieBac?
Congrats, Darth Kryo!
I'm more irritated by the fact that if my post is the last post, then the thread never gets marked as "read". It stays at "unread/new messages). If they fix that, we will know if there are any new responses in threads we've replied in.
Small planets are currently great for banking... get lots of money into your treasure. Money good! Helps pay for the big worlds... as they lose money if you don't stick significant number of banks on them. But, 3 small banking worlds (all tiles are banks), will pay for a nice sweet 26 factory world which is pumping out your big cost ships. Small planets are useful as research planets. One bank, and the rest labs... small, self sustaining research colony.
Range is based on your INFLUENCE. This means that short ranged craft (ie, transports) can only travel near your controlled zones. So if those enemy worlds aren't near your influence, they will be out of range until you design a "long ranging" transport of your own. Start a new game, build a sensor drone, and send it around. You will notice it has range 0 and can only go wherever you control. When you reload, your influence is temporarily set to zero
Update: In Brad's latest interview on GC2 beta, given to CG Online. He stated that they sold 120K units retail. But he also states that GC1 is earning 6 digits of money annually purely from online sales. That sounds like online has more units sold then retail to me, but that's just a wild guess on my part. He also mentions that GC2 will be easier to find on retail shelves when it goes production, versus GC1. I still think they should let the "how to
Alignment based story lines?!? That's a great idea!