2.0 or 1.96?
Hi,
I'm looking for recommendations. Should I stick with 1.96 for now, or update to 2.0 immediately? I'm hearing all these bugs, I'm wondering if it's worth it just yet.
thanks!
Hi,
I'm looking for recommendations. Should I stick with 1.96 for now, or update to 2.0 immediately? I'm hearing all these bugs, I'm wondering if it's worth it just yet.
thanks!
All updates have the odd bug or ten but i have not found any of them to hamper my gameplay so i would suggest updating to the latest version as soon as possible. Go for 2.0! ![]()
I'm also going to say go with 2.0. For the sole reason that more people are switching to it now that it's live and thus more people can answer questions, give workarounds etc...
The oddball bugs here and there are FAR outweighed by the improvements placed in.
I would say 1.96, only b/c my old save file is crashing now that i've updated to 2.0 ![]()
Any patch update breaks save games though, so I wouldn't demonize 2.0 for that.
I'm a bit over 250 turns into an Immense, 10-civ map on TA 2.0. The only serious bump I've had with 2.0 is that the Remove button for civ-wide spies doesn't work. So if you run 2.0 and want to use the new intel-only spying option, you have to say bye-bye to that unit.
The new map options are very nice, and I have a first impression that the computer players are indeed sharper, or at least more interesting. But maybe that's as much an effect of the increased weapon tech prices as anything else.
There's no rush to move to 2.0 if you're feeling cautious about bug reports or want to finish a long 1.96 game. Plenty of questions you might have will still have pretty much the same answers--most of the 2.0 questions I've seen have been about new 2.0 *features*, not the math under the hood.
And even so, that isn't a real loss compaired to how many planetary spies you would have lost in the process of gaining the various levels. I think that if they would have had a button to remove intel-only spies from a race, then they should be able to be countered by a race. In DL after reaching the level you wanted or after a race is destroyed, you didn't get refunded your money that you spent to spy on that race afterall.
I can understand the desire to pull them out to nullify a planetary spy, but perhaps that should just be a change in a person's gameplay to keep a few spies (or more) on hand for these reasons.
I guess different people have different reads for "bump." It ain't no big thing or I would never have committed to the game. But having a clearly labeled button that doesn't work, well, that gives me pause.
Whether or not the button should be there is a whole 'nother question. You've done tons of heavy math-study on the situation, I just read your stuff and play with things. For me, being able to remove a spy from civ-wide duty would be preferable just to retain the option for those terrible spy-bombing moments. I have always kept at least a few spies at home base to fall on the nullifcation sword if necessary. But one thing that seems different (in a good way) in my current game is that I'm getting spied on more than I ever have before. Little buggers have me spending over half my income training spies.
Also in favor of the Remove button is the oopsie problem. I finger-checked one unit into the field, and that was how I learned that the Remove button doesn't work in this release.
Ah, so you're playing the Iconians or Krynn then. Everyone else is pretty-much (anomolies & colonization choices aside) limited to the 25% of income.
Yeah, the spy mega event hurts...BAD. However, in that case, the only things that could save you would be to have had CECs on the planets or have a relatively small empire and never gained spies...so low replacement costs. Pulling passive spies would only lessen that scale of damage.
The AI has gotten overhauled something feirce when it comes to spying now. I really think it's a good thing, at least it forces you to use some of the tools at hand.
And Mumble...come to think of it, I think I may remember a few patches I was able to trancend versions w/o a crash. However, there were enough that did crush my game to just make me finish any game before updating. Also, doesn't the MV not like different versions from start to finish?
I think 2.01 is coming soon (tm) so, perhaps if you haven't already taken the 2.0 plunge, just hold out a bit longer to see what they have fixed.
For one thing, the fix for removing the civ-wide agents will be included. That's the only bug I've encountered.
I'll put my 2.0 cents in... go with 2.0...
If only I had known that patching would screw my save file. Oh well. Those Yor were prolly gonna die anyways ![]()
Hi All
I would go for 2.0 IF I COULD DOWNLOAD IT! Oh well I guess I will have to wait.
Whats holding you back?
Nope, you caught me being sloppy about my numbers talk again. I'm playing Thalans (barely ever done anything else, my rut just hasn't gotten boring for me yet). That "over half" is really only "over half" of my net, not my gross.
And I just tried out the eensie-weensie hotspot on the Remove button, and it does indeed work if you hit it just right.
where is the link for 2.0 update? I cant find it...!
Please help ..thx!
Register your game on Impulse.
(Unless you have an "Endless Universe" or "Ultimate Edition", thoses versions are not updatable yet, just wait a couple of days)
oic.. my game is endless universe version...that's why I cant register impluse...!
thx!!
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