[quote]I think the best way to sum things up is: If you want something changed, make a calm, reasoned case for it. The way NOT to get something changed is for someone to make multiple posts with titles like "1.03 SUX" or whatever full of "the game is just crap now, I'm uninstalling it, I had high hopes but it's now crap". I'm sorry but I'm not taking some guy's "word for it". We listen to what people have to say and the ones making the most logical, compelling arguments are t
aeternali
You seem to have this chip on your shoulder with regard to multiplayer games. Where does that come from? I don't think you understand what Draginol is saying here. Scripted AI's, once your learn the patter they follow, are damned easy to beat. Once you create a single strategy that beats the script
The days of the eccentric god like programmers who dig this deeply in to this sort of debate are long gone. Today what is needed more than ever are professionals who can deliver the product in a timely and professional manner. Honestly, i think stardock did very well with what ever toolset they choose to use. This game was in development long before the C# language was widely used. Though you might be right that C# will be used for games in the very near future at the tim
Draginol, WOW, that was a long list. I think you guys are coming out with patches at a rate higher than one per week.
I am not sure on how to advise you here but the adds i like are the ones that show me the features of the game. You guys did really well with that one with the ship and its features. Also, i would make sure that you put the ship design feature on the top of that list. One of my employees, on a weekend <img src="http://images.stard
This is what is says where you click to download the beta. "Feeling frisky? You can try our latest BETA version." also beta implies, "A version of an application that is made available prior to the official release for the purposes of testing." Stardock was very clear that it would be risky to install the beta, that it would be unsupported but they would appreciate constructive feed back and bug reports in the forums.
Oblivian is a totally different genre of game really. My honest opinion is that Gal Civ 2 requires a smarter player to play than does Oblivian. I think part of the reason is that Oblivian is hyped up so much by comparison. Stardock has done absolutely nothing wrong here and i think the industry as a whole has a lot to learn from you guys. <img src="http://images.stardock.com/gc2/T_DL/smiles/Congrats.gif" border=0 AL
Draginol, I have seen this type of thing a couple of times. What i find is that sometimes two different copy protection systems might be conflicting with each other. I had to remove a CD-Rom and switch it with another one to fix something like this. What really bothers me is how these Developers can add crap like this and hose your system. I definitely agree with your copy protection perspectives and i hones
Crash to destop, this is the 2nd time, i am playing in the largest galaxy, have researched almost everything and so i think i am just pushing things a bit too far. Debug Message: Version v1.1 BETA-1 last updated on: Fri Mar 24 19:54:46 2006 Debug Message: *********DXDiag info follows.********* System Info Time: 3/26/2006, 01:06:38 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: xxxxxxxxxxxxxxx Ope
Crash to destop, this is the 2nd time, i am playing in the largest galaxy, have researched almost everything and so i think i am just pushing things a bit too far. Debug Message: Version v1.1 BETA-1 last updated on: Fri Mar 24 19:54:46 2006 Debug Message: *********DXDiag info follows.********* System Info Time: 3/26/2006, 01:06:38 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: xxxxxxxxxxxxxxx Ope
I have "Base Hulls" design for each hull type. No components just hull and items from the "extra's" tab using the"Battle of God's schenario. This was done to make sure that all of my hulls were the same. Previously 1.0x I could not see the base hull designs for the hulls that i have not research and could not build. This is obviously desired. Now v1.1 Beta I can see the base type hulls even for those with a hull size i have n
Combat log of 1 Battleship vs 4 Fighter of above type so you can see the blow by blow. Beginning round 1. A1 fires on D4 for 53 Damage. D4 has been destroyed! D3 fires on A1 for 0 Damage. D2 fires on A1 for 10 Damage. D1 fires on A1 for 17 Damage. Beginning round 2. A1 fires on D3 for 51 Damage. D3 has been destroyed! D2 fires on A1 for 18 Damage. D1 fires on A1 for 0 Damage. Beginning round 3. A1 fires on D2 for
The huge difference between small and large ships which your flawed test ignores is that the tiny fighters most likely won't have any defences while the hugh ships probably will have maximum defence against the tiny fighters chosen weapons. Meaning: the huge ships will nearly always kill one enemy per attack. The tiny ships
Well the thing is how does ship size compare to logistics? Is it now always going to be better to go up the logistics tree first? I'd think what you want is for a fleet of tinys at max logistics to be even with a fleet of huge with min. logistics. (Same weapon/def levels.) So at start it would be
Brad has already said twice (once to you specifically) that you will get more logistics with technology Increasing the logistics does not help. What has changed is the ratio of the larger ships vs smaller. Before a huge ship would cost 6 logistics points and in return you could have 3 fighters. Now a huge ship will cost
Here we go. I know the ships below are not fully optimized but large ships are supposed to be more general purpose ships and smaller ones more single purpose ships. Attacking Battleship (huge) 2 Hyper Warp Drive MkIII 2 Positronic Torpedo MkII 2 Death Rays 2 Black Hole Generators 2 Zero Point Armor 1 Ultimate Adamantium 2 Aereon Missile Defense 2 Ultimate Invulnerability Hit Points 48<br/
I do not have a problem with the logistics increasing for more small and tiny ships to get in to a fleet and take on a fleet made up of primarily larger ships. I just don't think that those who use larger ships appreciate having fewer ships in their fleets. I think that this is a change that is catering to a certain play style. Namely those who want to use smaller ships. Either way i will simply mod or change it after the patch
Hello Frogboy. I think the Battle of Midway is a better example of the point you were trying to make with swarms of smaller ships attacking capital ships. The US had 3 Carriers (with a crap load of fighters, 8 Cruisers, 17 Destroyers and an air base (with another crap load of fighters.) The Japanese had 4 large Carriers, 2 small Carriers, 5 Battleships, 16 Cruisers, and 42 Destroyers. The US lost 1 Carrier, 1 Destroyer and a bunch of fighers. <br/
The HP thing is being missed here, I have lost a lot of small ships due to the fact that I can't destroy large ships in one shot, whereas they gradually pick off mine shot by shot. This is especially the case if you are playing a 'stratergist' style game, or similar, where the tech difference is not great enough to give you a si
What history are you referring to? One of the most famous naval engagements in history was the battle of the Bismark vs. the Royal Navy in World War II. You are not totally accurate here in your example so lets take a look at the details of that engagement as this was not an engagement of small ships vs a single large ship. It was a H
Couple of notes. After play testing it tonight I changed it to be: 2,3,4,6,8. Also: you forgot the part that the logistics techs are going to go up significantly. You will still be to have large ships in your fleet. You'll simply be able to fit more smaller ships in your fleets as well. So in effect, Rather than having 12 logistics points after getting en
guess if we don't like the change we could just change the Logistics for the hull types in the GC2Types.xml. does anyone know if this works? Yes, it does work, I've tried it. It is VERY easy to mod logistics, now if only
Don't ship components also get slightly bigger for the larger ships, not so much as to cancel out the extra space but is it really 3X bigger as far as fitting components is concerned.....or have I forgotten something? Yes, so a bigger hull was already balanced by the fact that a Laser V would take up
I think you missed the point. This affects only those whose playstyle is to use big ships against the AI. We will have fewer ships in our fleets and as a result it will increase our workload without any increase in fun. This change will reduce the number of large ships in a fleet by half. I normally mix a la
I guess if we don't like the change we could just change the Logistics for the hull types in the GC2Types.xml. does anyone know if this works? thanks,