I'm curious what revision control software you use as well... Clearcase is the best I've used, and it has excellent file comparison and merge capabilities. CVS is OK if you use a decent graphical front end for it. My advice as a veteran of several painful "mega-merges": I've found that if you have two code bases you know will eventually need to be merged, it is much better to put in the ongoing effort to keep them as in-sync as possible, rather than wait until the end. Ie: if
LintMan
I'd love to see mega-events added. Ideally it'd be an option you could enable even from within an existing game, and could adjust their likelihood (ie: if I'm running away with a game, toggle mega events on, at high probability, to throw a monkey wrench in things and see if I could handle it). Other thoughts: - An option to make the bad mega-events more likely to happen to the top dogs and good ones to the underdogs (ie: space pirates most heavily infest the leader race's territory
I was a very big Dominions 2 fan, going so far as to work extensively on programming enhancements on Dom2's fan-made random map generator. But given GalCiv2's focus on creating a top quality AI, GC2 fans should especially know that the Dom3 developers primarily consider the Dominions games to be multiplayer games. IE: In Dom2, you can only save by exiting the game unless you alt-tab out to use a fan-created utility. The AI in the past has been rather weak and exploitable, and the typic
Yay - it sounds like a lot of my UI requests for the civ manager have been addressed! Thanks, guys!
Millions of people pay $15 per month to play World of Warcraft. Do they add new content every month? Not only do people pay the $15 per month but they then $40 for add-ons like the Burning Crusade (on top of the $50 for WoW and the $15 per month). As I see it, that $15/mo is paying largely for things like the online hosting of the game and in-g
A trainer is an external hack program for the game, so unlike the developer-created cheat codes which the game recognizes as cheats, trainer cheating can potentially go undetected by the game so metaverse cheating might be possible with one. (IIRC, If you use the built-in cheat codes in a game, it is no longer eligible for metaverse submission.) I'm all for having cheat codes in games, for the single-player to use to experiement and have fun with. But when game developers don't prov
Disabling the auto-focus without the auto-select part doesn't really fix my problem with "auto-focus" and might make it worse. I suspect it's the same that most people who wanted the "auto-focus" disable want auto-select disable, and we just loosely used the term auto-focus as a catch-all description for the auto-focus/select behavior. Anyway, my typical scenario: - I click on a certain square, moving my currently selected ship to its new position. - Expecting that I stil
I imagine this may not be fixed, because if you have a lot of scouts and other ships, it may take too long every turn to not only calculate the optimal path, but do it for EVERY ship, taking into account the movements of EVERY OTHER ship as well for each calculation. I have no understanding of how the coding works, but I could imagine this would take up more time to calcul
Ugrok: I'll bring that up to the team, but note that you're taken to the shipyard for the purpose of selecting a new design if you wish. I do like the idea of centering on the planet though. Vandenburg: Cari's your new diety, not me My office-wise cursing at the feature was just the straw that broke the camels back. She's the one that knew how to fix it. I also like
Hooray! Thank your for addressing these things. If you're still taking suggestions, I'll copy my post from here: Link . It sounds like you've already fixed some of these issues, but there's others in here I'd love to see as well: ------------------ Yes, the planet and colony management UI definitely could use some improvement. It's not bad if you have only a few planets to manage, but in
I've seen the same thing in the main game. I played Terrans, but chose the Altarian hull set, and in the next game as Terrans, I picked the Terran hull set, and all the designed were screwey. That was back in one of the earlier patches, and since then I've stuck with the Terran hull to avoid the problem, so I can't say for sure it's still there. But I've read all the change logs and haven't seen any mention of it. In any case, it'd be nice if it only showed you your ship designs th
FYI: you can see that things like morale building or market building bonuses stack by looking on the Summary screen. If you had, say, two VRC's (+60% morale each) and a stock market (+10% morale), at the bottom of that screen, you'd see Morale: +130%. For morale, that bonus gets applied to the base morale of the planet (which varies by population), and then (I think) the taxaxtion modifier is applied. The kicker is that the base morale drops rapidly once you hit 20B pop. (It's base
The best way to see the effect of bonus squares is to press the Summary button and look at all the improvements there. Any improvements getting a bonus effect will show there, so a lab producing 8rp on a +300% res bonus will show 8rp + 24rp for that lab on the summary screen. The Approval tile gives +100% morale for the planet. At least as of Beta 4B (what I'm using right now), it seem to give this +100% morale not only for the morale buildins (Virt reality center, etc), but also fo
if i get you right, too many sensor modules wouldnt be anything to worry about. If you have 1.1 theres a sensorrange cap so it doesent matter if you had a hundred surveymodules, your sensorrange still wouldnt exceed the cap. What I meant was that if you put a survey module on a scout (if it even fits), there would be little room for any sens
In a way, this is actually helpful for inexperienced players, because it means that even if the DL's attack first on non-fleeted ships, the players will have a chance of doing some return damage that can add up.
On the planet/ship window just click once on a ship or planet. As above, I don't mean that small planet/ship list; I know you can find a planet/ship from there. I'm talking about locating the planet on the main map from the planet (tile) screen and from the spreadsheet value screen, whatever you wish to call them.
Lintman.Um... the Colony Management Screen is the "Planet Screen". You must be referring to that other screen that lists the values for all your planets. I'm not sure what the offical names are, but what I'm calling the "planet screen" is the one that shows planet surface with all the tiles and improvements. What I called the "colony managemen
Definitely, the size of the module at least as improtant than the cost. Even if you just wanted to outfit all your scouts with survey modules, the size would prevent them from carrying many (if any) sensors.
I'd love to see anomalies spawning throughout the game on a semi-regular basis. Barring that, perhaps a random even could repopulate the galaxy with anomalies as a one-time event.
Let me steal my post from this other thread ( Link ): Yes, the planet and colony management UI definitely could use some improvement. It's not bad if you have only a few planets to manage, but in a game like my current one, in a huge galaxy where I have nearly 200+ planets to attend, it really needs some improvements. Some improvements I'd love to see: - On the colony management screen, *please* reme
Yes, the planet and colony management UI definitely could use some improvement. It's not bad if you have only a few planets to manage, but in a game like my current one, in a huge galaxy where I have nearly 200+ planets to attend, it really needs some improvements. Some improvements I'd love to see: - On the colony management screen, *please* remember the currently selected planet and the position of the scroll bar and restore them when the screen is exited and then re-entered.
My guess is it returns your ships to your nearest planet. Try it out and report back here Nope. Nor does it retreat them from combat. My latest suspiciion is that it makes exploring ships stay out of other races territory or away from enemy ships or something, but I haven't tested it yet.
They only time I ran into excessive use of embassys was on a minor race world that had been under the shadow of my empire for years. I didn't bother to invade it because of a large population and high approval, so Info warfare tactics would have been useless, and I didn't want to damage the lvl 15 planet. Eventually it ran out of food and the approval dropped to under 50%,
It's tempting to treat the influence boundaries as borders, but the game doesn't really treat them as such. The AI will gladly colonize an open planet even in your home system, if you don't get to it first. (The Thalans colonized Mars on me once when I ignored it in favor of colonizing better quality worlds elsewhere in one of my first games) So on the plus side, that means 1) you can colonize planets in their sphere without provoking them 2) The planets they colonize in
In my current game, I accidentally overspent while instant buying some NLCs and ended up at -2000. It's late game and I'm way ahead, so I thought rather than selling tech or ships to get out of debt, maybe it'd be fun to try to mooch or bully the amount out of the other races (relations with them varying between neutral and friendly). So I pick a minor race, the Carinoids, and start requesting some bc's as a handout. The trade dialog is green, so I run the number up to just before i