I wish I knew a key to cycle through rally points. Pressing T brings up a rally point window when you have a ship or planet selected, not sure if that's what you mean by rally point manager. You can press TAB to jump to the next *active* ship, but if you've set ships/fleets to guard or sentry, you have to hunt them up via the mouse, AFAIK.
Philocthetes
I hadn't even looked for how to cancel your outgoing treaty. The whole one-way thing has me disoriented b/c it doesn't make sense with the word "treaty," at least in modern one-world-order terms. The things appear to be irrevocable (short of war?) tribute committments. And if they are that durable, they might indeed be a tad too easy to secure. I'm playing with the Super Hive ability on Tough, but I still had no trouble getting almost all the econ and research treaties from my 9 AI com
Um, hail Kryo? I'm playing a tweaked version of the Thalans, and abashedly haven't actually fully read Draginol's super ability post despite having responded to it That said, oh-my-stars-and-garters but I'm beginning to appreciate what folks mean by saying the beta 1 stuff is a long way from being "balanced." I will start deliberately exploiting this range thing for the Thalans and try to keep
I suspect the spy-overflow thing is affected by your basic map settings. I'm in Mar 2229 of a gigantic-map game, am ranked 2nd overall, and have no enemy spies. But I wonder if using your own spies might trigger things. I've finally just broken down and put a couple of spies on Terran worlds in my influence area. I really don't want that to be seen as aggression, but currently I can't see any explicit way to do the older simple intelligence gathering without placing an agent that is al
Also, has anyone found out how to leave orbit in any direction? I'm sure I saw that mentioned as being a new feature. I haven't figured out how to do it manually, but it looks like ships take "the smart way" when you have a rally point set for a planet.
Boy I wish I knew why Edit fails even when there are no posts after your last one. But I meant to add that I might represent a small set of beta folks who are documentation oriented, but need a little boost to help us make the effort of learning how to work on the wiki. I've been a copy-editing fan of the Wikipedia for a long time (over a year?) now, but I haven't been motivated to learn about the full tagging scheme. Some regular references here in the forum and some Stardock
Good wishes are swell and all that, but I was really wondering about some paid-labor effort to spark beta crowd work over on the wiki. At minimum, it seems like one of your sharp crew might be able to revise the home page so it actively invites DA beta player input.
Good sir Draginol, I'm very glad to see this list for the new super abilities and look forward to testing them out in the beta, but you are teasing some of us with that word "manual" in your subject line The galciv wiki showed no DA awareness when I poked around recently. Is there any chance of you hardworking folks finding time to use the wiki to get free labor from us beta folks?
Forgive the scifi-speak, but I really need folks to straighten me out here. The first few times this happened, I thought I was just imagining things, but... It really seems like ship range has no meaning in this build. The first thing I remember noticing was just a scout ship that I keyboard-moved across its range boundary line. NBD b/c mistook it for a part of the DL system that means some ships on auto-pilot will spend part of at turn beyond their legal range, even if you couldn't sen
It would be nice if they could at least colonize all of their system planets If I remember rightly, there used to be an Overwhelming Minors problem that led to an update that removed their ability to colonize. A range limit on their colonizing interests seems like it might be the best "fix for the fix." It might not be just their home system, dep
I'm still kind of lost as to why an AI (or human for that matter) would want to build those Orbital Fleet thingies at all. Perhaps that's because I share Mumble's basic tactic of keeping fleets in space to facilitate rapid response to AI aggression. But given my conservative tendencies about going on large scale offensives, I've never seen the OFM improvement as anything other than a way to get more attacks per turn from my high speed fleets. So I try not to return the favor and never
tick box You scary Brits I'm a Florida native--tick box is a scary notion, especially if you've done any warm-weather camping around here. Language fun aside, the idea seems swell to me. Depending on how I'm pacing my military tech development,
On another note, how about a starport bonus tile? I think Mumble's basically right, except for little gems like this notion. Maybe "Precusor ship-building drones" would make more sense than spare parts, unless Seth is also talking about introducing an expiration date for a bonus tile.
I hadn't thought of assigning rally points by ship type, but if your suggestion is possible, maybe we could also get a Governors update that let us assign planet rally points by the type of ship being built. That would enable us to re-point all constructor production to a new rally point while leaving the existing ships on route to the older rally point.
I'm Metaverse-averse, but Wheel's idea seems like a good one for the score-oriented crowd. Re the scenarios, I can say that the Battle of the Gods can help you refresh your thinking about ship design and planet development b/c you have "all" the choices at start. I'm guessing using Battle of the Gods in study mode with DA could be even better b/c you'd *really* have all the choices.
I haven't tried using my spies yet, but here are a couple of things that have me confused: 1) Isn't seeing the planet when you try to place a spy some kind of mistake? You can't see the planet by just clicking on it unless you have hit the required espionage level. 2) Re espionage levels, how can you build up your general info without the aggressive(?) move of placing a spy on an asset? Is there something like Dano13's "lay low" mode that I haven't spotted?. I think th
i am probably one in a million when it comes to how much i enjoy the concept of the epic generator There are at least two in a million of us The EG is tied with the new environment stuff for 1st in my lists of reasons I've been drooling for DA.
Some game's release versions aren't near this stable. Please, stop me from ordering pom-poms in Stardock's colors. This is soooooo true!
*Man Cap Here* or *Econ Cap Here* That sounds much more practical than the silly stuff I was starting to think of, like "New Mgmt Soon." Kryo's snarkiness , plus the chance of the Epic Generator going away makes me wonder if GCIII might be able to
may have been a bridge too far Not too far, just into unknown territory, and *sigh* maybe too ambitious for this exact moment. Software is already generating "stories" at the visual level--what else is the combat tactical viewer? Part of what made me really hot to see this feature is the idea that *words* might finally be getting a bett
I'd vote to spend the time on it, even taking time away from the AI *shudder*, for the simple reason that it pushes the envelope of game development. I second Burianek's take, including a shudder about the competition for scarce dev resources and the core importance of the AIs. I have no interest in being "scared" by the AI ( stories are sc
I usually rename all the AI:s mining starbase so that I can see what they are mining during diplomacy. Aha, at least now I can see some utility for the, um, feature, I guess. Not that I've ever managed to talk an AI into selling me a mine even after I painstakingly made sure I knew its number. <img src="http://images.stardock.com/gc2/T
I know that "bug" is often in the eye of the beholder, but that seems wacky to me regardless of whether it's always been that way. If it is truly By Design, could a Stardock person explain the rationale?
1) There's supposed to be a second window for joining the beta. 2) Neither markets nor software testing are about being "fair." They're about making money and meeting quality goals. 3) Stardock's practice here seems a reasonable approach to culling the pool of potential volunteers. Wide-open betas are really hard to manage, and willingness to buy early is as good a filter criteria as any I can imagine <img src="http://images.stardock.com/gc2/T_DL/smiles/Ew.gif" border=0 ALIGN=
I'm probably committed to my first gigantic map now. I did CTRL+N a few times mostly b/c I was just poking around to see what's new & different. My current map makes me think the bonus tiles must be something like "more random" (forgive the lack of formal math & logic skills). I got through a few sets of about ten worlds with few or no bonuses, but I've also seen a couple of worlds with two or three bonuses.