Hhhhmmm. Mass drivers. They have to be able to move hugh objects (collected from asteroid fields, perhaps?) to hugh velocities in very short time periods. That shoulds like a very huge and expensive piece of hardware to me. And enhancements? What about collection methods, and storage methods? What about power supplies for the drivers themselves? Etc..
Lucky_Jack
That's actually not true, if the Beta is using the same logic as was used in GalCiv 1. I don't think we can use even Beta 2 as a basis for what will be in GC2. After all, a ship with 40 hit points should show some loss of hit points between battles. In beta 2 this is not happening. A ship either wins or looses. Period
to me it seems mostly the parents fault While your statement is quite controversial, I do believe there is a certain amount of truth to it. Young children learn what is acceptable and not acceptable from thier parents' examples. One oft given example of this is that more children of smokers smoke, more children of no
Interesting. The posts above piqued my curiosity about my son's graduating class -- from CSUH (California State University at Hayward --- or, with the recent name change, CSU, EB --- California State University, East Bay) class of 2005. I tried to count the male and female names in the list of BSCS graduates, and came up with 77 male, 8 female, and 113 where I was unable to even guess gender (non-english names, Asian, Muslin, Slavic, etc..) Knowing a littl
I couldn't help but notice that one graph is titled "nonfatal firearm related crimes". Is it possible that these games have made perpetrators more acurate? Also, the chart titled "homocide offending by age" seems to tell a different story than the article's author. The sharp increase from 1985 to 1993 coincides with the start of the tv game industry. Counterpoint that with the period of declining homocides by age from 1994 to the present, and Duke Ferris's article co
An excellent idea. But for those that are color changed, perhaps let them select their own colors. The tactical map on GC1 was very nice. If this was included on that map as well, it would be a real big enhancement to the game's playability.
I never heard of a convoy of unarmed military ships (troop transports) that was not escorted in contested waters by armed ships.
Not sure, but did I report this before? Or did someone else? After reloading a game (GC2 was restarted from the desktop), the second value in teh moves left field is incorrect. It shows 0 total moves (as in "moves left: 10/0"). I am sending a snap shot to Scott.
PC, regarding your request, have you tried windowed mode? Have you tried using GCConfig to set windowed mode and the window size you want? I am often switching back and forth between GC2 and SDC, and find it easier, faster, and more convenient when I have GC2 in windowed mode.
After reloading a game I went to the shipyard to upgrade one of my ship designs. The picture of the ship had no color (except for the attachment dots), the pictorial list of weapons, armor, engines, etc. was empty, and I was able to select weapons, armor, etc. but could not remove them. (I was able to add and delete new items.)
After loading a saved game --- after restarting galciv2 from the desktop --- pressing the turn button doesn't have any affect on a large number of things. 1). The date doesn't advance. 2). ships on autopilot don't advance, 3). weeks to completion fails to advance. 4). Others that I have failed to notice??? The end of processing obiously runs, the turn button hides, the CPU monitor shows activity, and so on.
I have been seeing the same long pause for each tile a ship moves, but it is intermittant, although it seems to happen a lot more often to me than PC reports. And each pause can be much longer than 3 seconds. I have twice the ram as PC, and a multithread processor. I also have a CPU monitor up at all times when playing GC2, I don't see any evidence of paging or lack of CPU clock cycles when it happens, but it seems to shift from the clock cycles being split
You would fix it in the same old manner It's not the fixing that bothers me. Its the spotting and analyzing. I think the basic ideas have merit, but I think there may be some severe problems in implementation to be solved to aid the player and to prevent a tendancy to micromanage to overcome the affects of anarchy til
Just a guess, but I believe the beta is only in English. Well, now I am noticing some differences in key translation between beta 1 and beta 2. The - and _ key (just right of the 0 key) shows as 1/2 (but as one character) with and without the shift key depressed. Also the = and + key shows as + with or without the sh
You can't assimilate aliens. The differences are just too vast. I think what was meant here was idiologic assimilation, not transmutation.
I hate to say this, but it looks like the conversation in this thread is going to shift this concept into micromanagement.
bottom left button is a black circle. Great. Didn't notice that before. There is a scroll bar in the bottom right of the same screen. What is that for? I can't see any affect when I move it.
All of a sudden my domestic policy economy window has two extra entries without titles for expenses of over 1/4 billion. They suddenly showed up between the expenses for research/ship maintenance and destabilization/total. I am sending a screen shot to Scott.
Interestingly, after many turns, I see that these ships now carry my colors. I didn't notice when they changed, but I had been looking at them intermittantly for several turns after they were donated to me.
After many turns and going through many transports to capture planets, now my transports are dissappearing when I place them in guard status. They show up only when zoomed out far enough that the alternate icon shows up. When zoomed in, the ship is invisible (but the selection circle and status text are displayed). I am sending a snap shot to Scott.
I just removed 30 ships from guard status. Find found one of the ships which I gave a new destination. After that, find would not find any of the remaining ships with move points. (Galaxy size = small). The ships consist of 15 transports of my desigh (range = 22) and 15 donated defenders (donated by other races "for your valiant ..."). On the next turn all of the ships were found without problem (but a turn late).
I have been launching transport ships from the main menu -- select a planet, double click a ship to launch, load the troops, click "launch" on the "load troops window". Sometimes the program selects the ship, sometimes it leaves the planet selected. Which behavior I get seems to be totally random.
Many ships have been donated to my "valiant efforts against.... ", all of them being outside the ships' range from my planets. I gave them destinations within range of my planets on the turn they were donated to me. No destination marker showed for these ships. I tried selecting one of these ships in a later turn and tried to give it a new destination, but the marker still didn't show up. Once they arrived, I gave them new destinations, and the marker for the new des
I have ships that were donated to me by two races. They have retained their original colors, and this makes it difficult to tell whose ships are whose. What is the intent on ships that trade sides as far as colors go? Is this an issue for a later beta?
It also didn't take long to realize that the current technology tree we had in there just wasn't workable. I like what you did to the technology screen. It looks real nice. Could you do one more thing to it? Could you make the tech tree part of it scrollable so we can look at the entire tree?