Umlaut - the manual's description of combat rolls is wrong. Nobody (outside Stardock) knows for sure, but the formula is assumed by Kryo to be 1-max for attack, 0-max for defense. I assume it to be 0-max for each, since that's more symmetric.
Saber Cherry
You can put it in the GC2 library... eventually. If you want a place to host it other than the library, you can make a Geocities website... And if you just want a place from which people can download it for a few days, before the library reviews and posts it, you can email it to me and I'll host it for you, assuming it's no more than a couple hundred kb (compressed). address: (saber marionette cherry(at symbol)yahoo(d0t)com), with underscores instead of spaces.
Priority is attack/(defense + hp). Whether a ship cannot (meaning, it is very improbable) be hurt by the attacker is not evaluated.
Reading this post leaves your reader to wonder, as well. I have no idea what you're talking about; it sounds like you have no problems.
That would be nice if it was turned into a modding tool. Just edit the entries, click "Output", and presto... Not as good as a table, but of course it's not designed for modding
Forgboy said: One might argue that the social spending "wastage" is realistic. For instance, here at work we have to pay people's salaries whether they're on a project or not. Social spending is essentially paying the salaries of the people who build things on the planet. A good manager will make sure t
what bugs me is how a planet can have 1 billion soldiers duke it out and the next turn start churning out production again, and have approval that is normal. The approval is usually much higher, because live people decreases planetary morale. For some reason, billions of rotting corpses don't seem to
Oooh, great. Thanks for posting this!
*bump* For some reason, this thread as listed as 26 hours stale, even though I just posted to it.
Patch-mod 3 out; see top for details.
Thanks, I didn't notice the Civilization Manager before, since I only had 2 planets On the other hand, "Weeks Left" - even when accurate - don't let the player make rational decisions, since two items with the same number of weeks can vary greatly in their cost. Bear in mind that at a 100 research rate, a 101 BC tech and a 199 BC tech will each appear to be 2
Excellent post - best bug report I've seen on the forum.
Can you give more details? Like, how did you boost PQ rating... and when... and how did you reduce it mid-game... and how do you know how many tiles a planet would have had without a boosted rating? Obviously, +900% would be quite clear, but if the game is internally capped at +40% since anything higher is impossible to achieve with normal rules (or something, I made that number up), it might be hard to notice the effect.
the 'turns till completion' doesn't hold true at all. It says 1 turn, a turn passes, and the thing still is not complete. Yes, that especially annoys me. Progress is listed as "turns to completion" - which is often wrong, to the tune of 3 consecutive turns listing "1 week to completion" - and cost is listed in "weeks". Why are the real cost
OK, but I'll warn you I'm not much of a programmer... I can write scripts and mod-level stuff, but no real code. Do you have a website or something? Yes, but I'm too busy with research now (and too poor, as students are wont to be) to actually make a game. Instead I dream about it at night, and tell other people they should change their
Yep, it's me. Hi Pocus
I think they should be slightly bigger and cheaper. But still, they're useful as orbital defense. Military starbase for +(1,1,1),(1,1,1) turns a couple dinky (1,0,0),(1,0,0) fighters - with no engines, sensors, or life-support - into a powerful fleet. But I can't see them being used effectively otherwise. There's also the fact that you can't produce more than one per turn, a common (but mystifying) problem in strategy games. Thus, you sh
Considering you can build/learn max 1 per turn, it is clearly impossible for points to always carry over, so you have to micromanage anything that takes a turn or less. However, I'm also curious about whether resources ever carry over. I'm assuming workers take a long weekend whenever they finish early
I have to admit, Saber Cherry, that I had been more thinking of putting the data *in* the wiki pages themselves, as articles... That's better than a link... go ahead and delete my link to their page if you do so.
Thanks a lot, Ubbax; that's exactly what I was looking for.
[qote]Not to mention the research done in more... cosmetic areas Are you saying this mod adds a "Cosmetics" branch to the tech tree, and opens a new "Hottest Leader in the Universe" victory condition?
I disagree with the sensor range changes, but otherwise consider this excellent work and am downloading as I type. Would it be OK with you if Stardock simply rolled this mod into the next patch? Certainly fine with me. I don't like manually adding 3rd-party patches, either <img src="http://images.st
These are really useful - thanks! Edit - I wiki'd it under "mods and utilities". Not sure if it's the most appropriate place... hard to categorize.
So... they seem be the same thing. And I'm still left wondering which overrides the other. Since you have to set the AI for each opponent anyway, why have a global setting that seems to do the same thing (but with different names)?
Did they fix the morale bug where Zero G stadium gives only a 40% boast while the one below it give 55%? No, but I did: https://forums.galciv2.com/?AID=104759