Sorry for the repost, I just realized this went into the main forum instead of the bug reports forum... I just installed beta 4a and can't seem to reliably create a new game because it crashes to desktop right when it should go to the loading screen. I've mainly been playing the campaign up until now, (and the campaign games get still created ok for me in beta 4a), and I've only created non-campaign games once or twice way back d
LintMan
In beta 4a, a flag was added to starports called "indestructable", so I'm guessing it is intentional, though I'm not sure why its desirable.
I just installed beta 4a and can't seem to reliably create a new game because it crashes to desktop right when it should go to the loading screen. I've mainly been playing the campaign up until now, (and the campaign games get still created ok for me in beta 4a), and I've only created non-campaign games once or twice way back during the first or second patch era so I can't really say for sure this is a beta 4a problem. Here's wh
Just curious about a few things: AI will tend to band together to try to stop someone who is going around conquering them (whether that be human or another AI player who is mopping everyone up). If other races initiated the wars with you (say you looked like easy pickings) but then you fini
From what I've read here, changing the ability points in the xml doesn't actually change the amount you get for some reason. But over in the my documents folder area where the save games go, there's a file called something like CustomRacesConfig or something (sorry I can't check it now) that you can edit to whatever you want for the starting race stats, so you can figure out what you'd get with the allotted ability point amount and just set those as s
The production and economy system in GC2 was pretty counter-intuitive to me also at first, based on my experience with other games of this type. Here's a basic overview: - Income is purely population/tax based. More population means more income, at a given tax level. - Market/trade buildings give a stackable % bonus to the planet's income, so more buildings means a bigger % bonus. *But*, if you build them on a planet with a sma
Draginol - Are you going to finish this game? I'm really curious to see how/if you win it at this point. Also, I guess you're playing as a custom race (the Dominion?)? What are the starting racial abilities you pick?
It'd be cool that if you're going to code in a WWII Britain-like AI behavior, maybe you could also code in: * WWII Italy-like behavior: an ambitious but somewhat lesser power that sees the conqueror's scheme, but tries to jump on the bandwagon and take advantage of it rather than fight it. * WWII Germany-like behavior: Aggressive major powers make an alliance of convenience, but will backstab each other at a moment's notice.
I bought MOO3 the day it came out but very quickly returned it (El. Boutique still had a liberal return policy back then). The final straw for me was when I discovered that the save game function didn't actually save your current game state, only your turn's starting point, no matter when you actually hit the save button. The game didn't tell you that's how it worked, so it took several times when I lost 30+ minutes of planet micromanagement effort
Ah I see. Still seems weird for a starship with no apparent hyperdrive can still reach a near by star in 5-8 weeks. Isnt hyperdrive supposed to have revolutionized the galaxy? 5-8 weeks to a nearby star is preaty damn fast. I would have immagined a ship would need even the most basic of hyperdrives to even travel 1 parsec/turn. S
By "Flagship" It means most powerful ship. A fully souped up starbase makes everything around it damn near unkillable. Except "ship" implies something mobile. To call an immobile starbase a flagship is like calling Hawaii a flagship of the US Navy. My assumption when I read that descripti
Maybe a right-click on the building could generate a menu of lesser tech buildings to build. I hate that I can't downgrade a food resource. It's really annoying when you get a large population which creates lower morale, and I can't control that by having a less productive farm. I think food is the only one with this probl
Similarly, when you first select on a ship, it gets auto-centered on screen. There's been a few times that I've clicked to select a ship and immediately right clicked to next to it, intending to move it to an adjacent square, but instead the screen had jumped, and the ship moves off in the wrong direction. I'd love to be able to disable the ship auto-centering
I'm confused - If the miniaturization tech gives you 12 extra space on your ship, shouldn't you ba able to use that 12 extra space to add a size 12 component? Why should your component sizes grow when you add miniaturization?
tiny are very much underpowered ... It seems you're expecting your existing tiny ships to always be viable regardless of what the enemy does to counter them. Putting 20 beam defense is just about the optimal defense against your 9/12-beam tinies. Once the enemy defenses are start to equal
This makes no sense. In space everything weighs the same, nothing. So general physics wouldn't apply like that. An engine would move a huge ship just as quickly as it would move a small ship. Weight is a function of gravity and mass, so in a zero-gravity environment, things are "weightless". But they
I don't know if it's currently possible to mod this, but I'd love to see a mod that caused new anomalies to appear in the galaxy. Either as an occasional event that generates a bunch at once, or for them to appear occasionally one or two at a time semi-regularly. That would make survey ships and the guide book useful throughout the game.
Those are excellent Ideas in my opinion. I'm not sure what the bosses think, but I like those points. I would find the personally quite useful too, and probably something everyone would benefit from. We'll see how things go though. I'm really not sure what the plans are for "new" features. We're in bug hunting mode at the moment
My main desire for the forums is a much more useful search functionality. The forums are a great tool, but it's extremely painful to dig up an old thread for reference unless you can remember the title. Ideally: - By default it should search the body and author fields as well as title (ie: search *every* field). - Non-default search options could be made available by having an "advanced search" button that takes you to a search
Was it MOO that had it so when you conquered an alien-controlled planet, it remembered what kind of aliens lived there (and maybe their racial traits/bonuses) so you had to deal with that (ie: morale/insurgency issues) and could shuffle populations around? I'd prefer that over GC2's genocide-type planetary invasions. Other favorite MOO aspects: building huge huge fleets, the Orion/Antarean/Space Amoeba uber villains, player-controlled tacti
I'm betting your policy of listening to feedback and providing rapid updates also has the effect of creating more vocally demanding/critical customers by encouraging them to think about the product's flaws and raising expectations that they will be improved/fixed in the near future. That's a two-edged sword because if the fixes/changes don't come (or just not quick enough), those heightened expectations are deflated and you get upset customers who mig
I'm not really hung up on whether a game AI cheats or not, but definitely prefer if it doesn't. There's a few reasons why I and I suspect most people would care. 1) Even though this is a single-player game, in my mind the AI is a substitute for playing against a real player. You can see a cheating AI as equivalent to doing handicapping, but I think many people would prefer to be challenged without the need for handicapping. Whether it's a st
#54 by Avatar Frogboy [Stardock] Wednesday, March 08, 2006 2:19 AM I haven't heard any alternatives that wouldn't create a worse issue or require a drastically different economic system which isn't going to happen in a 1.x, that's more of a sequel thing. Any changes to the system would have to fall under these guidelines: 1) No dra
To me it seems that there must be a better way to solve the problem of spending jumps when auto-upgrading is enabled than by charging for unused social production; the increased planet focus micromanagement (or big economic penalty from not doing so) seems to detract from the intended benefit of the auto-upgrade convenience. If I understand correctly, in your example where social production wasn't wasted, with the player making 5000 revenue with no social production then dropping to -
One thing that might work to limit an early massive land grab, is to make new colonies have an initially high per-turn development cost that goes down over time (perhaps as population increases). I remember seeing something like this in the venerable Spaceward Ho! 4X game, and it worked pretty well to limit over-expansion; if you expanded too quickly, the development costs could overwhelm your capacity to afford them and your colonies start to die. With some balancing to make sure