e-stab

e-stab

Joined Member # 657705
1 Posts 17 Replies 11,720 Reputation

In Beta 3 one of the planet clusters around a sun had no sun, just a blank space in the middle. Maybe the new color coding of the starts includes a "black" start WarEagle reported the same in chat this morning. It was meant to be a yellow star, but it wasn't shown properly.

1,775 Replies 2,419,345 Views

I'm not sure whether we really need everything that has been suggested here , but some enhancements to the GNN to make it more informative and diversified would be a good idea.

18 Replies 11,004 Views

Actually the gigantic map in GalCiv 2 is 18x18, not 16x16. Additionally, the sectors now have 15x15 tiles instead of 12x12 in GalCiv 1. Which gives you a maximum of 18x18x15x15 = 72,900 tiles as opposed to 28x28x12x12 = 112,896 tiles which is a decrease by about 35% from GalCiv 1 to 2. However, a gigantic map with all settings to abundant can have more than 850 habitable planets as of 1.1-Beta-3. My machine can barely ha

19 Replies 7,411 Views

'morning Diplos! I just joined at the Diplomatic Core as well and PMed you about the club entrance, DG. It seems like map generation has been changed again for 1.1-Beta-3: I just generated a gigantic map with abundant everything - and I got more than

1,775 Replies 2,419,345 Views

One suggestions while you're looking at the metaverse though. Is there any way you can display the universes settings? IE Races, starting relationships (im always unknown but you could be cheap and ally half the races till you were ready to kill them), size, density, research rate, etc... The more #s the better </T

82 Replies 43,585 Views

Is it me or has playing suicidal become that much more difficult? (1.1-Beta2) I tried several times but never got on the road to victory. I played without minors and tech trading though, and had research set to very slow (huge galaxy with ~160 planets). I had a bit of bad luck with starting positions and my neighbours too, but somehow it was a demotivating experience overall.

1,775 Replies 2,419,345 Views

ignuss is right - either these "native" abilities aren't shown in the stats, or they simply aren't there for the player. I just tried again and I didn't find a way to play a +60% morale Drengin.

25 Replies 17,887 Views

Actually, the AI do pick extra abilities which is impossible for a player to do because then they will lose a lot of inherent bonuses which the AI most surely don't lose. Yes, that's exactly the point: There's a difference between the AI and the player which shouldn't be there. If it was there on purpose, I

25 Replies 17,887 Views

Come on, Aquiantus, you're not complaining that suicidal is too hard, right? It is meant to be too hard! Try picking morale and, most important, pop growth bonuses to start with, it makes a big difference in the colony race (although the col race IS an unholy thing on large, suicidal maps <img src="http://images.stardock.com/gc2/T_DL/smiles/Gasp.gif" border=

62 Replies 82,705 Views

Yes you can. How that? You can NOT choose more than +20% as a racial ability, it simply is the maximum (as of 1.1-Beta-2A). Together with +20% from the populists that makes +40%. These people have a point: If the AI is allowed to choose a combination of abilities the player can't choose, then tha

25 Replies 17,887 Views

So for 1.1, the game turn will be squared so that it has a much more significant impact. *snip* Each turn your population is taken, then multiplied by the difficulty level to the 1.1 power. That amount is then divided by the game turn. The final result is taken to the square root. Hmm, am I missing something or did you simply fo

82 Replies 43,585 Views

For those who don't know it yet: Someone has pwned the Metaverse! Link I hope Stardock will react soon and adapt the scoring in general, it doesn't feel right to get a lot of points by dragging out the end of the game.

1,775 Replies 2,419,345 Views

What things don't you like about it? Since it was written internally, I can pass on your suggestions to others. Other than the often sloooooow response times which you're probably aware of, I second the comments about the visual structure. Additionally, the watch list (although it works for me) should be more precise about when the last posting was

48 Replies 46,201 Views

Yes, this is indeed the biggest problem here. Because the +range bonuses from each level of the tech are given to all ships even if they have no support modules. So when you research a new level of lifesupport all your old ships can suddenly go further away from home than before. I havent done any indepth analysis of the effects

17 Replies 20,865 Views