Lord_StarPilot

Lord_StarPilot

Joined Member # 635665
0 Posts 4 Replies 7,970 Reputation

Right now, ships still COST money. Including colony ships. So money is the limiting factor for what you can maintain. More profitable empires can have more ships. The more a ship has in it (high tech weapons, lots of engines, etc), the more it costs per turn. Balanced, that would negate the need for logistics or ship points. Small empire, small fleet. Giant map, tons of settled worlds, and you can support huge fleets... unless your empire isn't profitable.</

62 Replies 41,583 Views

Debris might be better off as a BC bonus... This would allow for a simple "salvage" event. Having it generate 5 RP for Mini-Ball 2 and 10 RP for Missiles is a lot of data to calculate, and then add to some salvaging civ's Research tree. After all, should you really be able to research Missiles purely from what your survey ship recovers from scrap? Better yet... shouldn't that scrap turn into +EQ for your survey ship? <img src="http://images.stardock.com/gc2/

12 Replies 8,520 Views

If you are allowed to stack all the engines you have space for on your ship designs, you could stick 20 engines on your large hulls, and end up with ships with like, 210 moves (hulls have 1 engine in their infrastructure). Would that be enough for a quick movement across a giant map?

34 Replies 19,762 Views

Spazzle, First of, we don't know that FTL travel is impossible. What we know is that it takes tremendous amount of energy to accellerate a mass to light speed. However, in the realm of GC, they are getting around some very big issues to us... for instance, artificial gravity. For all we know, they are creating a gravitic counter warp around them, making it seem to them that they are travelling at less then FLT speeds, but to the general universe they are goi

26 Replies 23,821 Views

tdhoufek, make sure you have the very latest video drivers for your card, as well as DirectX 9.0c. Also, only play the Humans. No other race is currently playable. Doing these thre things has fixed the majority of people that had crashes on New Game creation. Brad... looks really good so far. The research screen needs lots of love. The ship design needs some attention to make it user easy, but overall... it's looking good. I think the planet screens have too

6 Replies 8,274 Views

From memory: * Requirements window isn't being reset or cleared unless the tech selected by user is "Researchable" * Scroll bar does work... as long as you are looking at a tech that has enough to scroll! If there isn't (IE, Medical), it is still shown, and you can move it, but it doesn't do anything. Gives impression that it doesn't work. * Scroll bar thumb goes to right edge of screen. Not right edge of scroll control, or of inner window

18 Replies 15,558 Views

I would also like to add to the observations. * When a user clicks on the Planet in the planet display at the bottom of the main map screen, the Planet Management window should open up, set to that planet.

9 Replies 11,358 Views

I've lost the turn button a bit. Most of the time, scrolling around, clicking on "Find", and then giving my survey ship "Auto" fixed it. Twice, nothing would fix it. I think the game was in a turn resolution loop. I saw that on the basis that it behaved similar to "long turn" behavior. I have seen some long turns where the "Next" button took a couple of minutes to *reappear*. And while it was "vanished", I still had full control of the UI. Just no "Next" button.</fon

26 Replies 17,332 Views

In 11b, I noticed all empty circles in the tech had icons. That had me wondering if you couldn't only icon techs you have already researched, and maybe * (star) the currently selected tech. Note: It would be VERY useful UI feature to be able to click on the description box at the bottom of tech research screen, and have the upper screen swap over to that tech! Also, in 11b, the horizontal scroll tab goes to far on the right. Goes past the "bar", past the inn

5 Replies 5,271 Views

CariElf, Add this to your programmers "Humm" notes. When I first updated from 10b to 11b, my first game, I had to research Life Support, Weapons, etc. I did not and could not build Colony Ships or Transports to begin with. The following game after that, I had all the basic techs and could build Colony Ships and Transports from the beginning. Odd... are we supposed to start with Life Support and Mini-Balls or not? Was that an Installer glitch, or a g

7 Replies 8,651 Views

Thanks for the update! GC2 will be easier to find on the shelves? That's great news! I think... (recalling Brad mentioning the fight he had with Strat First about copy-protection and alluding to other issues.) The engine seems highly stable to me! What is E3's date?

7 Replies 20,529 Views

I've gotten that problem, repeatily. It seems to be caused by my Flagship wanting new orders while "too far out". Clicking in my influence zone or hitting "A" would cause that message to stop popping up.

5 Replies 7,454 Views

Black holes would not be anything but a background icon. Remember, your ships can go FTL and you quickly get Anti-gravity. FTL means they can travel away from black holes, whenever they like. AG means, they can just nullify the gravitational effects of the BH, and "hover" as close as they want for as long as they can power their AG system. And then just travel away when they don't want to hover any more. They'd detect a black hole's gravitational effects long before

26 Replies 23,821 Views

Make sure you have DirectX 9.0c (sometimes called 9c by people). Make sure you have the LATEST drivers for your video card. Especially if you have buttons flickering on set up screens. I had the CTD on new game generation (hitting the next button on the alien selection screen). Pulling down the latest drivers for my video card fixed that. Mind you, all my other DirectX 9.0c games have all ran fine, and I had recent drivers (just a couple of months old) on my machine when I was experienc

15 Replies 9,351 Views

FuzzyMatrix... SMAC's advanced material includes the formula that the game uses to generate its numbers! You know, growth, corruption, etc etc etc. You cannot get more "advanced" then that. But the number of players that actually investigated that info, out of the the hundreds of thousands of units of SMAC sold was extremely low. It was nice for the hardest of hardest of hardest hard core grognards to have. They got the numbers, and translated that for the rest of th

14 Replies 10,582 Views