it's quite possible that there is lots of it there because I have no clue what to look for Unless you want to admit to a scary combo of skills and experience, this is sloppy rhetoric. I'm all with you about the backyard mechanic aspirations for PC use, but we basically lost that battle quite a few generations of code written by code ago
Philocthetes
1) IIRC, the talk I read about DA post-surrender ship transfers didn't specifically mention starbases. I think in code terms those are a child of the same parent object as mobile ships, but I can also imagine them being abandoned rather than transferred. Otherwise, surrenders are about to get *much* more worth winning at least from AIs with resource mines. 2) I think we need a major forum node for GCIII Fantasies. I also long for some post-combat salvage that yields BC &/or tech, but I
have two identical versions of the ship I want to upgrade then alternate which one I'm building and which one I'm upgrading each turn. One turn I'll build hull_a while I'm upgrading hull_b then next turn I swap. I agree that this is a smart workaround, but it's still a workaround. From time to time, ship upgrades top my list of "UI Things That A
@n0v4k4n3: Thanks for leading me to learn about AOL's cheerleading vs. ownership. I don't read tons of IT biz news and had indeed been hype-misled to think that AOL had a financial stake in Mozilla's success. Re your more general praise of the FF UI, AFAIK Opera was there first or right along with, esp. re popups & tabs. They even cut a deal with Google to score some change whenever their Google toolbar box sends in a search. That said, my devotion to open source ideology will probably
Research is a little fuzzier but only because it is a little harder to track down the exact amount of RP being produced empire wide. You can see the breakdown of your spending vs. treaties just below the title bar of the Research page. <TD class
www.getfirefox.com Not my question, and not interested unless they've severed their relationship to AOL.
in gc2 i could save my 6digits of BC If your experience was like mine, you probably spend *lots* of time paying the penalty but had such a strong economy that you didn't notice it. It took me building a ludicrously large economy and then an industry base that could spend those ludicrous sums before I got to a point where the over-20k pe
Any of you browser buffs follow Opera? It's been my browser of choice for a few years, but I'm starting to get ticked with the latest version being very slow to start. Part of why I adopted it was how much faster it was than IE or Netscape back around 2001 or so.
Am I the only one who cares about these treaties? I was hoping at least to get some short-game observations, even if no one wants to help me rant about or let go of my twitch about the one-way thing. I haven't gotten very far in a Beta 2 game yet, but in my latest one I think I've figured out that the best thing to trade for a given treaty is its counterpart, which didn't seem at all so in 1A. If the AIs are going to have a significant bias towards treaty-for-treaty exchanges, that seem
I also saw a Man Cap binge from several AIs (4?) at the start of my first sandbox Beta 2 game. I saw nothing like that in my current game. Both games against 9 AIs.
While I really like idea of the spy units (being able to target some sabotage), the more I use it, the less I like the planet-map placement interface. I'd rather see placement done on the main map with a dialog enabling us to tell the spy to hit Manufacturing, Morale, Influence, etc. A list like that also has room for "lay low and report what you learn." Because I suspect what ships will not look that different from what we see now, my alternate hope is that we could get a button on the
Anyone had the Plague in both 1A and 2 yet? I'm curious about how the AI updates tackle researching &/or trading for the cure. And I'm kind of hoping that they'll now get ticked with you if you research it and hold on to it for months while you watch them dwindle away.
Making the enviro techs more varied somehow does seem interesting, but I've played a few 1A games and have pretty much finished the rush on a 2 game, huge map. I've kept my play style pretty consistent with my recent non-beta games, and the new environment stuff has meant that I no longer have the solid majority of worlds on the periphery of my territory. I see more neighbors in "my" space and I've ended up taking worlds in neighboring turf, which I used to avoid out of respect for the
I always wanted the Free Parking thing when I played Monopoly too, and I vaguely recall a couple of other fun house rules from my wee lad days (wasn't there one about double payday if you land on Go?). It's only my experience as a working tester that made me want Stardock's take on whether us beta folks should be using "cheat" codes.
If I've read rightly elsewhere, the B2 release will require more spies for each intel level. Although I think that change might help assuage the OP's concern here, I still hope we will see a UI-based change that helps address the passive vs. active spying issue discussed in other threads. While I am very interested in the option to use espionage aggressively, I am very unhappy to see the "old" intel-gathering system eliminated in favor of making intel a side dish for a system t
One of my best friends and first victims of my passing the PC Civ bug also really liked MoO1. But he was lukewarm about MoO2 exactly because it had abandoned the occasionally campy stuff in MoO1. I liked the "more serious" take from MoO2, but the fact that the GC series likes silly bits in the game UI has never seriously distracted me from what's most important: how the bits work.
GCII is my first 4X game where I've never wanted to learn the cheats, but I still second Supreme Shogun's request. One of the things I really like about GCI and II is that they are very much Stardock's games, which means the core is "by gamers, for gamers." But Stardock also appear very committed to modding, etc., which is the PC version of house rules for a card or board game. Some folks like to play very weird forms of poker, and some folks think stuffing lots of money under Free Par
The fact that this thread was possible is one of the reasons I despise the power IE has over the HTTP and HTTPS parts of the Internet. I'm especially bitter about my "position" because I have deep sympathy for the minimalist argument about core PC functionality. Something like the form-follows-function thing for the physical designers, only about software. At risk of pissing off possibly everyone I like to read around here, I must admit I'd rather have a few year's less upgra
I'm still not entirely comfortable with the one-way nature of the "treaties" DA adds to the diplo page, but that might be a modern expectation that treaties are mutually beneficial by definition (this system seems like submitting to tribute demands, not signing a treaty). Pet peeve aside, I'm at a point in my first beta 2 huge-map game that is close to the same phase in my 1A games when I went out and pretty much stole all the tribute treaties in sight. The Treaties tab of the Diplo pag
Diplomatic is a tough one to get. Oi, and then some, at least for some of us! I've been playing since near RTM for GCII and I've yet to get what I consider a "true" diplo win. The couple of technical wins I had were by virtue of me or an ally killing off the one or two AIs that insisted on bucking the tide in my favor. @ Of Virtue: If yo
a civ built a manufacturing capital on it's planet, correct? If so, how much was it? Excellent question. Something makes me suspect Mumble knows the relevant number. I've never thought of buying a Man Cap outright without any production in the pipe.
Unless I missed an update post, Brad's basic definition of Super Annihilator is "Can build spore ship which when used on a defenseless colony will eliminate all population and turn it into a toxic world of the same class." I agree that it does not make sense for a Super Ability to be traded or stolen, *unless* this is a significantly incomplete definition and there is more to Super Annihilator than the spore ship tech. Because I doubt there's more to Super Annih, I suspect the spore shi
Logic, I think I follow your logic, but it is still rather unsettling to see 6 or 8 achievements built before you get your first click in a game
And those are the improvement steps from Beta I to Beta II. Unless I'm missing something, it isn't even a *complete* list of the improvements from Beta 1 to 2. Anyone else think they're seeing auto-pilot successfuly work around asteroid fields now?
Cheats in a beta? Wouldn't using the cheats make it harder to observe the stuff Stardock might hope we'll post about around here? The devs are still working on balance issues and it seems like invoking the cheats (at least without a formal test plan) would lower the value of a beta response post.