Player 2 is mixed and carries 5 lasers and 2 shields (5 attack 4 defense). Each ship also costs 305. What does this mean? 5 lasers and 2 shields yield 5 attack 2 defense. Or are you using 2X level-2 shields?
Saber Cherry
Nice GUI, I like it!
What really bugs me is the chronic inability of forumers to pluralize. dogs: plural. dog's: possessive. Apostrophes are for advanced students only...
Problem: It was only parsing the first 12 numbers in the 14 number array. Sorry for any problems it caused! Updated version is posted at Link Have fun making your simulator
That is so wierd. I'll look at it. Thanks for the bug report!
Ahhh... well, thanks! I guess I was looking in the wrong places. I'm surprised you found it
Yeah. Later on in the game, phase your trade routes out then recreate them with armed/defended freighters. Sure you'll pay maintenence costs, but they'll start the route faster, but carry defenses and weapons over. Um. Do you mean you pay upkeep on the minifreighters, or just the frieghte
Haha - looks like "Minimum" got changed to "Only". You should repost in the bug thread.
Being fundamentally incapable of attack is pretty silly, but meaningless treaties are even worse. Realistic solution: Both sides add X bc to the "pot", and if the treaty is broken, the victim gets the pot. Otherwise, the money goes back to each side when the treaty expires. A 1BC treaty would be symbolic, while a 1000BC treaty would be very meaningful - too expensive to break, or even to make lots of them. This was historically done by exchanging hostages, but wh
I'd like this functionality as well. I hate the immense treasury; it just makes the colony rush even worse.
Nice idea about the sensors, I never considered that. I guess I didn't notice the minifreighters had vision bubbles.
If you are changing the range of numbers radically, what do you intent to do about the sqrt() scaling on non-optimal defences? Effectively say non-optimals don't work at, even in the early game? It's even better with the square-roots nerfed, as it gives the modder more control. If I scaled HP by 10, and defenses/weapons by roughly 5, d
Bump. The ability to mod starbase radius, limit per sector, minimum spacing, and effects would be useful too.
Prophetau said: Hi all, Can we have an option of changing the sex of the aliens we're dealing with ? Thanks I can't even imagine where in the tech tree that would appear. Or do you mean as a Galactic Accomplishment? <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif"
My "Default" buttons for my characters are blacked out, and I can't push them. Did this happen to anyone else?
Yeah, there's not a whole lot of point in having a navy before ground invasions are invented, unless there are contested resources. If there are no resources, it's better to not have a navy because it can only net you losses. Trade routes in the early game are essentially monetary losses. MOO1, 2, Stars!, and Space Empires all allow fleets to be used against planets; I'm not really sure why GC2 decided against it.
eh, i'd rather drop the armor/shield/emc and get engines and sensors so i can get first strike. Even when your ship is guarding a planet? Or.... no, not then
Entropy Avatar said: Saber Cherry, your model showed 2-2-2/0-0-0 beating 1-1-1/1-1-1? That would be somewhat surprising even if attack rolled 0-n. Keep in mind that the second type has at least 2 defence to every attack, and possibly 3 defence, depending on exactly how off-type defences are calculated. </TABLE
Thanks, Nostromo, but if what you observed is not an anomalous outlier, then the ship combat mechanics once again become unknown. It looks like there are special cases somewhere, but you can't find or precisely identify all the special cases with black-box testing, so it looks like all my statistics are invalid, and there's no way to know which ship will win in any given case (without testing in-game).
Yeah! I think I sprained my finger holding the mouse button down Seriously, I must be a "no one" since I actually did look through the data (and I always apprectiate someone willing to provide it to support their point). The problem with summaries and opinions is that you have to trust someone you don't know to figure out whether
Put a slow ship in the escort stack Unarmed ships get attacked last in combat, BTW.
They're just out there. You might not find them fast enough without scouts.
Doublepost - forum software is crappy.
Events.xml holds the events, and you can tweak them to your heart's content This is only the Good/Evil/Neutral set, though, not the galaxy-wide or luck-induced events. Also, I don't know how to set event frequency. I wish they were more than just "Sometimes when you colonize a planet, and almost never otherwise". For a decent, free XML