Hydraa

Hydraa

Joined Member # 727606
0 Posts 0 Replies 157 Reputation

Something else that I would like to see if that when you zoom to a colony from the colony management list. Is let me use the ESC key to return to the list and not to the options menu

106 Replies 127,100 Views

Thanks for letting me know. I tried it but must of clicked at the wrong place. I will try it again next time I play.(keyboarding numbers for sliders on trading screen)

106 Replies 127,100 Views

A couple of suggestion I have are: Move the done button from the battle viewer from off of top of the turn button. I have more than once double click on the done button or when doing several battles and getting ahead of myself and hit the turn button before I should. Also give me numeric inputs for all sliders. Some of us like using the keyboard over the mouse. This is especially important in the trading window for money and influence especially when these get very high

106 Replies 127,100 Views

I was playing around today and found a way to re-use my transports mulitple times. I fleeted 3 transports and assulated a fairly low morale planet with INFO warfare to get a few more troops. The assualt went so well, I had a few extra troops left over then my initial invasion force. These troops went back to the transport leaving only the left overs from the info warfare. (100-200 left on the planet.) The transport fleet was still there with movement left over to go to th

6 Replies 5,646 Views

I want to bring this topic back up. A display(highlight) of the focus on the screen would be nice. Much better would be to be able to set/unset focus on this screen. This would save a lot of time when playing on the larger maps with lots of planets. (not having to scroll through each one)

1 Replies 2,857 Views

I mentioned this on the other current tech trading thread. In GCI I noticed that the AIs would trade with each other before they would of found each other. If this is still the case in GCII, then this could lead to the cooperative effort of the AIs in researching tech at least in the eary game when everyone should be out exploring and see who and what is out there

54 Replies 37,886 Views

I noticed that in GCI that all the races would be trading techs with each others and especially minor sthat they had not seen yet. Is this stil the case in GC II. ( I have not been able to get my game to get very far yet due to inferior hardware at the current time). I though it was a little strange for a race to be trading with a minor across a huge map that they had not had time to meet yet. If this is still the case, changing tech trading to only trading with races that have been met may s

47 Replies 38,635 Views

I still play GCI since I will not be able to play GCII on computer at work. GCI works good (with a occasion crash or corrupt save file) on my PII-400 NT4.0 workstation with 4MB graphic card. NT4.0 really only supports up to DirectX 3. It can take a bit of time for a mid-late game move to complete on a huge map but I can do other stuff during that time I could get a new computer but this one is stable and has most of what I need on it and keeps me from having to reconfigure a new b

6 Replies 7,457 Views

It should be fairly easy to implement for modders at least based on what I see in GC1. There is a impossible tech that is used for certain items. If you make a ability or a tech that is only accessible to that race then that tech can be used as a prerequisite for that races special tech tree. However I guess you would have to make the tech non-tradeable(stealable) as well which adds a whole lot more programming then I was initially thinking

6 Replies 6,862 Views

Adding the intercept capability in this fashion takes a small portion of the Turn-Based out of the game. Should the game be where each player makes its move and then has to deal with the consequences of the moves he selected or should there be allowed some psuedo real-time elements to benefit each player. Even chess as a limited form of this with the en passant move. However adding this would have to affect every movement since AI ships would need to be allowed this as well, thus making it a

13 Replies 10,691 Views

I don't have the beta so basing it off of my experience of GC 1. When playing the large maps and finding a class 13 or 14 that might be in a strategic position I don't want to have to remember or research the section of the map again to find it. If I can tag it (which I am doing with rally points) I can just scan for them. If the system was rename to something like colonizable 14 I could sort the system/planet list and get to those worlds that the AI may ignore

19 Replies 17,015 Views

Leave the defaults for those of us that don't want to change the name but provide the option for those that do. I really would like the option to rename planets of unowned or alien owned worlds. I would use the name as a tag for the world. Do I want to colonize this later, Is this a target world I want to take out first, etc. In GC1 I am using rally points to tag systems like these along with tagging resources so I can find them later after the alien buil

19 Replies 17,015 Views

I second this. A mouse will slow down a good keyboardist. Keyboard shortcuts do wonders when they are used. Having both Keyboard and mouse options allows more freedom as well.

8 Replies 7,806 Views

At least you might have a chance of playing it. I think I am fortunate to be able to play GC1 on my box here. PII-400 256MB RAM ATI 4MB 3D Rage Pro NT4.0 SP6a (the most limiting factor since it only supports directX3) I get a GC1 Crash every so often but usually can recover from a save file and keep going This box just will not die.

10 Replies 11,100 Views

Instead of removing these ships, could they be turned into the little asteroids of GC1 and let a survey ship come along and hotwire them. However the cargo should be removed. But that brings up another issues. Should a species that loses its last planet, but has loaded troop transports or colony ships truly be dead?

27 Replies 19,916 Views

Thinking about the tile system. A bit more complexity can be added and make each world a Simcity game. Expand the number of tiles and require residential tiles to be near but not too near the industrial tiles to provide jobs to produce shields. As a side note. Is there a way to search these forums?

5 Replies 6,722 Views