The colony expansion rush is my favorite part as well. There's tons of strategy there: grab the distant but juicy class 16 you may not be able to protect (or even reach before somone beats you to it), or claim the nearby class 7 before someone else does and you have to share your system with them? But if you don't like it, there are some ways to make it more convenient. Colony ships won't search out colonizable planets for you, but the way GC2 is set up, yo
LintMan
OK, I did some more testing, with a simpler setup: just a single planet and nothing being done but 100% research. And I passed a turn to make sure all the changes were calculated. The bonus research expense shows up in the statistics in the "bonus prod/research" expense listing. I had missed the "/research" part of that listing, and didn't notice the change among the hundred+ bcs of bonus production that I was getting. From the tech cost and the weeks to
I tried a small experiment the other day, and from what I could tell, it looks like the number it shows for your research point production seems to exclude all research bonuses, unless I'm just looking in the wrong spot. I was trying to see the benefit of building another reserch building versus building a research coordination center on one of my planets: What I did was write down my civ-total RP production and RP expenditure (they were the same) as shown on the civ statis
Cool. That explains it then, thanks!
Ah, I didn't realize it was a long term issue. Thanks!
[quote who="Kellmar" reply="1" id="1967540"]Anomalies do repop in TotA [/quote] I've yet to see it as of being near the end of the first campaign map. Maybe this is disabled in the campaign? How often do anomalies repop? Semi-regularly? Randomly? Only if some very rare event occurs? When the anomalies repop, is it a whole bunch at once, or just one at a time? Thanks!
The Gal Civ 2 campaigns are good for following the story, if you enjoy that. (I do). The individual missions/maps for the campaign aren't terribly different than the sandbox game, but they tend to start small and limited and work their way up in size/complxity, so following them might be a good introduction to the game and the changes each expansion makes. For the non-campaign sandox/skirmish game, I don't see a lot of point in playing anything besides TA - it's basic
FYI - I'm currently getting "0 results" when I try to search for anything on the forums. It doesn't even find any posts if I pick a word from the subject line of a message right near the top of the post listings. Maybe I'm doing something wrong, but there doesn't seem to be much way to do that, since there are no search options.
I just spotted a forum post where someone said that anomalies repopulate/regenerate in "the expansions" and the other commenters didn't disagree. Is this true? Now, I just yesterday started playing TA (depite the fact that I preordered it before release!) and it's been a while since I played DA, but I don't recall seeing any anomalies repopulate ever. I've been wishing for anomies to pop up over time since the original DL, so that'd be great if it
Thanks Moosetek13. I was looking more to mod their frequency of appearance and bonus amounts (which would affect all races equally) rather than make specific ones show up on my planets, but that planet hex edit thread is cool stuff. ShadowWorrior - So the tile bonus stuff isn't in the XML? Darn, I was hoping I was just overlooking it. Thanks.
Is there any way to mod any aspects of the existing planetary bonus tiles or to add new ones? I'd love to be able to twiddle with the frequency that cetain bonus tiles appear, and to change the effects of some. Adding new ones would be cool, too. But I can't find any trace of this stuff in the game data files. Is it all hard coded? Thanks!
Not to hijack the thread, but I've been trying to ID the name/author of a book I read 10 or 15 years ago and I thought maybe someone might be able to help me. It's a story about a group of children who survive the destruction of earth (I believe the story has them on another planet at the time). These kids are then loaded onto an intelligent space ship and sent to exact revenge on the race that destroyed earth. I would've read it sometime in the early 90s, so
I recommend David Brin's Uplift Series. I prefer Asimov's Robot books over the Foundation stuff (but it's all good), and I also recommend his short story collections. Frederik Pohl's Gateway novels ("The Heechee Saga") Fred Saberhagen's Berzerker books/short stories Clifford D. Simak seems to have become forgotten, but Way Station and City are well worth reading. Hyperion by Dan Simmons was simply amazing. The rest of the series slips a notch or two,
I'm wondering exactly how the bonus for the fusion/anti-matter/quantum plants and the research coordination center work. Do you pay for the added IP's and RP's just like they were from a factory or research center, or are they discounted/free? If you have to pay for the bonus IP's, it seems like you'd only build a fusion plant (+10%) after building 8-10 regular factories (but after 3 or so with the quantum). Similarly, 3-4 research buildings before the coord center. But if so
the only other show with gates was bab 5 and those were called hyper gates not stargates. There's a whole world of science fiction out there that's existed for 50+ years before the Stargate movie. A star gate (by that name and others) is not a new sci-fi concept original to the Stargate movie, and in any case, other fictional universes aren't obligated or expected to follow the same fictional rules. but if i had a cho
Ah, OK. I'm playing the DA campaign and there weren't any mining techs available to me, so I didn't realize there was anything to research! Thanks!
How do you upgrade mining bases? They say time to upgrade is 10 weeks, but that never changes, even after dozens of weeks. I don't see any way to set spending for this. I've even tried parking a mining ship on the base to see it it built the upgrade like it did the base, but no luck. Also, do I understand correctly that the amount of bonus granted by the base depends on the distance to the target? Lastly, if the mining ship can build multiple bases, is there any reason to ma
Doh! Sorry double post.
The worse the performance is for more people, the more increasing it will be seen as a big feature. Just like with any other feature you might add, some % of people will appreciate it and some will not. I personally haven't had any performance complaints since around the 1.3-1.4 era, but I understand there are those that do. I like that Stardock tries hard to keep low-end system performance in mind. @Viperswhip: My old system sounds like maybe like yours: I had an Athlon64 3800 (not
I got Sim City 4 when it first came out, and gave up on it. Too much flaky behavior where things didn't work as they should, and not much in the way of patch support from Maxis. I might look into Sim City 5, but not until it's been out a while and I'd first scoped out the forums to see how things stood.
I belatedly just discovered this post. I'm disappointed to hear this news, but not that surprised. In recent times, the Computer Games Magazine had gotten unhealthily thin and started adding console coverage. CGM used to be my favorite games magazine all the way back to the Strategy Plus days. I really respect Steve Bauman, and thought that his magazine usually provided the most mature games coverage (ie: written towards mature adults rather than teens), but after the changes there,
Some comments: Super Isolationist: Balance-wise, I'm not sure if it's necessary, but it seems natural for me that a Super Isolationist race should get a influence penalty. Super Spy: Is it possible to gather any intelligence at all (ie: techs, ships, etc) on the Super Spy race? If not, sounds a bit overpowered. Perhaps this ability should give a diplomacy penalty since the race becomes known for its sneakiness. Super Dominator: This might be overpowered or weak,
It's not a bug. If your treasury goes above a certain point then new income loses some income due to graft. That being the case, then, perhaps there could be some sort of indicator to the player that this is happening? Maybe income being shown in red on the tax screen, or a "Graft!" message next to the treasury figure when it goes above the lim
I remember the micronauts toys. Never saw any comics or anything, though. I used to have a bunch of them, but mostly when we played with them it degenerated into us shooting each other with their little spring-loaded rubber bullet guns.
If I make game Wizbang 1, I can't realistically release Wizbang 2 for at least 36 months. I'm curious why this is... Are you saying the market (buyers or retail vendors) wouldn't support Wizbang 2? Or do you mean that it would take 36 months to create a release-worthy Wizbang 2? If it's the former case, I know that I'd be willing to buy the W