Starting on topic: North Korea has more artillery than the US. They also have near the same number of tanks and heavy armor as us. Their equipment is old from WWII, but still can pack quite a punch. North Korea is Mountainous, making it hard for the US to form effective airstrikes as there are many hiding places for their armies. Results: North Korea's initial strikes against South Korea would be a veritable blood bath. The US would likely win in the end but it w
Zippo342
Hhhmmm. Makes for an interesting side item. Race xxx looses its last planet but the government manages to escape in a colony ship (rather far fetched, so the odds in the game that this would happen would have to be high), they get rescued by another race, start a government in exile, .... hhhmmm. similar events have happened in o
No micromanagement needed. Those tiles just mark areas where building damage is likely/occuring due to unrest. The player does nothing special to decrease the unrest in a specific area, just overall. It's just something pretty to look at.
I've seen this reported before, so I'll answer it. Right now, yes, borders are not saved/loaded properly, and the programmers know this. This causes both the problems that you face as borders help determine the range of your ships. I don't know when the fix will be released though. That's up to the programming team.
Since I was not able to run the beta until today I am hesitant what to report. I have neither the time nor the stamina to browse through all forum posts and there is risk of me reporting things all over again. Don't worry too much about it, I have yet to see anyone get crucified for reporting a bug that's always reported. Usually a designer just
Post 6 in this thread AAARG! I can't see! (Sounds like another blinding flash of the obvious!) Highligth the text you want to quote, then hit the quote button <
Yeah, basically, something you can ooh, and aah at, and then get to work. Something that adds a little beauty of form to the already present form fitting function. It'll give the game a more organic, living feel, so that players feel welcome.
Well, Frogboy and Draginol are 2 different accounts for the same person. And Draginol has posted a new thread in the Galciv Dev journal Well, I haven't seen Frogboy, and haven't looked for a Draginol yet. Now that I know that one I'll keep an eye out. Btw, when I hit quote on someone elses post, it just puts a quote/endquote block in t
There are 2 planets in this system, of them you can colonize 6. Don't ask me how, it's up to you
Hmm... I think i've noticed what you are talking about Star, there seems to be about a minute lag in what the forum says I've read and haven't read sometimes, so if I go into and out of a few posts too quickly, it won't change the icons right away. Maybe I just haven't noticed till now because I have a hard enough time with my ISP disconnecting me every few minutes recently, making it usually more than just a few seconds between thread reads.
I'm not saying it couldn't happen, but I think there should be more options given to players on how to deal with it, each with their own pros and cons. There should also be enough feedback to tell a player when rebellion is likely as well, then the player could take action by invoking martial law, improving the conditions people live under, executing dissenters, or whatever the player chooses to do. Some methods are more effective in the long run, wh
LOL, Star, that's not exactly true. Their real boss is the players, and aggrivation at delays could set Date X in stone after a while Hopefully not before it's done though. Thanks for the info BoogieBac, I've seen atleast 2 of you on here (CariElf), and have heard about Frogboy (haven't seen a post yet) Only 5 developers though? Wow, small team!
Guys, my point was not regarding the inability of nanomachines to alter molecules, but the ability of them being able to produce heavier atoms needed in higher technology. For example, star ship fuel would likely need some very heavy atoms, like radioactives, in order to operate (or anti-matter.) Neither is in much abundance in general human waste, or anywhere in the universe. Such things need to be made synthetically in a lab using nuclear reaction
I must say, I see a whole lot more feedback from the designers and developers in this forum than I did when MOO3 was in beta. I'm also happy to note that so many bug reports are responded to timely, even if it's a "Noted, and written down" message. I think it help to give the beta testers and fans the impression that you really care about this. Way to go guys, A+ in support from me <img src="http://images.stardock.com/gc2/smiles/Smile.gif" border=0 ALIGN="
That's weird Star Pilot, I don't have that problem, the forums always report a thread as read if I reply in it. Maybe it's your cookie settings, or do you click on the forum again after you reply, or do you hit the back button? I hit the forum link, and it effectively refreshes the list.
Master of Orion series had a planetary screen which I've always found useful for this. Maybe in the filter parameters, you include one for the completion icon, which filters out all the planets that haven't just finished something, and lets you look at what's left. Maybe you could design a similar fleets screen. I rarely use the one in MOO3 because it looks too cluttered, and hard to read. P.S. if you look at MOO3 for it, scroll b
That would be a neat twist for a Space Sim (pardon me if it's been done, but I've never seen it) Planets can build up smaller craft, but larger craft must be built at space stations. Maybe have a ongoing production assignment like produce starship parts/weapons and the production points spent get split up among your starbase ship centers. I wouldn't have the player restricted to just one though, let them build them wherever they need them, however,
Not really, but in game terms, the only thing GC1 took into account was whether or not you respected other's life, rights, and your responsibilities. That was about the only real fact that I gleaned about the thread, mostly they talked about philosophical ramnifications, and what they believed was right and wrong. I just made the point that everyone has a different idea on that topic, and made my own suggestion that you can read above in po
Maybe an idea would be to have the tiles guild up as population rises, and tile improvements are built. I too liked the effect, but it's hardly a game breaker. It just looks better, and feels more right than a Development ring or graph or whatever. It feels more organic.
Cool, thanks. I was considering posting that as an idea to add, but I didn't want to look a fool if it was already there
That's your mistake. I don't. I answer in kind. If one kills it's ok to kill, not to torture, and vice versa. Always in kind. The definition of "in kind" (using the same knife, another one, another weapon...) can vary, but your example is wrong. When someone shoots at me, he tries to kill or hurt me, so I can do the same, try to kill/hurt, to him, period. </
To this end, there are several reasons that I keep advocating this being done at a facility, be that a planetary shipyard, or a capable starbase. One reason would be that if you just tore your ships apart in the middle of deep space, it would be pretty vulnerable, and would need to be attackable by enemy forces during that time. Another reason is that it just doesn't make
Psyringe, your argument is that the makers won't be able to improve the AI enough to handle a feature that other players enjoy. Instead, you should let the programmers determine if they can, as they would know that better. Instead we should look at whether or not such a feature is fun. Trust me, they might surprise you and just make an AI that can fully handle the strategic importance of a wormhole. Personally though, I find wormholes to be both fun and annoying, fun when I can sprea
I'm a little fuzzy on how planetary tiles work since I have not had a chance to play the game yet. When you build something on a tile, does it act like a single building which is finite in it's value, or does it act like the DEAs in MOO3, where you can add to it to increase it's overall value? For example, (using terminology from MOO series as I haven't played GC at all) do you build automated factories on one tile, and robotic fatories on another, o
I think Esnoble said it best here. I do think that multiplayer should be included at some point, but I also believe that it should not cost us a good single player experience. Multiplayer should be build upon the single player experience, not instead of it. I do play single player a lot, but I still like it when me and a few friends can sit down an play together. I remember playing hotseat MOO2 for several years in college with 4-6 friends at once, heh. But they would never have been intere