I will give those a try, starting with the new drivers. I have a friend that has the same vid card as I do (6600 GT), and seems to remember seeing the same glitch. It happened again, so here is the debug file, in case there is more info in it. Cheers, Reaver ================================================================================== Debug Message: Version v1.2 last updated on: Mon Jun 12 18:04:26 2006 Debug Message: *********DXDiag info fo
Reaver
Mike, Here is the debug.err file. Cheers, Reaver Debug Message: Version v1.2 last updated on: Mon Jun 12 18:04:26 2006 Debug Message: *********DXDiag info follows.********* System Info Time: 7/27/2006, 19:17:13 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: CORVETTE-Z06 Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages: English (Regional Setting: English)<br/
"No plan of battle survives first contact with the enemy" Short of loading someone's brain into a computer system, expecting an AI to think of a near infinite number of stategies in a reasonable amount of time is a lost cause. Examine the chess comparison above: Even the world's preeminent chess computer, Deep Blue, requires a significant amount of time to determine its next move. And just *one* of the sectors in GCII is nearly 4 times that size (15 x 15 vs. 8 x 8), then magni
Example: The first Excalibur off the line gets named Excalibur, any ship over lvl5 gets a name (pilot name for fighters like LT. Hunter and the usual capitol names like Valiant). hmmm, where do you look to see the ships level? Cheers, Reaver
"C" maybe? dunno for sure. Cheers, Reaver
hmmmm, I'll give that a try too, Gerbil, that might be a nice temporary workaround. This is probably a pretty simple fix, tho. It just appears to be a repaint issue. Cheers, Reaver
I am also using version 1.2 of GCII. Additionally I have an nVidia GeForce 6600 GT PCIExpress, 1GB RAM about 3x that in virtual disk space and about 50GB of hard drive left, if that'll help any in the interim. Didn't *notice* this in any of the 1.1 betas either. Cheers, Reaver
I will try to post debug.err when I get home this evening. I had trouble posting the my message above as well, until I changed the link tag to say "Mini Map image" instead of the url that it applies by default when you use the link button on the post editor. Cheers, Reaver
Agreed, the AIs calculations of military strength need a little tweaking. But the issue isn't limited to ships or attack vs defense. In my last couple of games, the AI's have initiated the first war with me, seeing that I only had a few measly defenders around a portion of my planets. Where this shortcoming is exposed is when they declare war, I immediately shift my largely Research and Social economy to one that is now Military focused. Since my research and industry levels dwarf theirs and
After playing a couple of hours, the blue rectangle in the mini-map that shows the location of the portion of the galaxy your main view is on, loses its mind and doesn't get repainted in the mini-map as it should be. The link below is to an image demonstrating this issue. I use the scroll wheel on my USB optical mouse to zoom in and out of the main view because at the end of a turn I want to see the ship movements of my enemies and after a while, this 'window' stops being repainted. <
Actually, under the Star Democracy or Star Federation each planet is supposed to have more autonomy--so it would be a nice touch to see "local" governments of different parties popping up. Thats all just backstory for the game mechanic, the only thing the Advanced Governments do is provide additional economic bonuses at the cost of requiring you
Yes, it would be an improvement if your citizens took into account your tax changes before any elections. I never see this problem tho, because my Citizens' morale is so high that I can tax them at 65-70% and win the elections with 80%+ of the senate vote. I can't see any need to try and fool my citizens, they love me and my War Party anyway. As for the political and Diplomatic screens, I have (as well as others) on several occasions posted ideas that would improve these aspects of th
Depending on the planets size and the Empire's needs at the moment, I can see building a factory on a research tile. On a smaller world during wartime, I might need to have all the shipbuilding I can get. Even at the expense of research. I can always refit the factory to a lab later. Cheers, Reaver
Allowing large ships to attack multiple targets simultaneously would make smaller hulls completely pointless (so it's not going to happen). No, it wouldn't, you can only attack one target per weapon per round. So with a Fleet of 10-15 Tiny Fighters vs 1 Battleship with 6-10 weapons, your tiny's outnumber the weapons systems, so some fighters wo
I don't know why you are concerned with AI's colonizing planets in your "territory", that kind of thing happens right now. Only difference is that in mid to end game, when they are likely to gain access to these techs, I am better prepared for this; if an AI wants to try and colonize a world in a system under my influence, well, more power to them, I am either going to flip the planet with my influence or take it by force. No worries on that front. The same reason I don't worry about
Actually, #1 could be implemented in the current game without resorting to full blown tactical combat or major additions to the AI. All that would be required would be a cyclic button (like the current ones that set the camera style and the play speed) or a small dialog that offers up the options: 1. Concetrate Fire (on one ship) -- This is the implementation we have today. 2. Spread Fire (amongst enemy ships) -- This is useful for when one big ship vs lots of tin
I have never lost an election, but then I never change my gov't from Imperial until my Morale rating is under control. I wait until my Spending is (permanently) at 100% and my tax rate is high enough to ensure positive cash flow while morale is 75% or better, and then I consider changing governments. I probably should change sooner but your political party can cause issues if you change too soon. For instance, in my current game, I chose to play as the Yor using the War Party. This
I usually only research the first level of all weapon and defense techs, enough to build defensive ships, until it seems war is imminent, or I am ready to take out rivals. Once I see (thru espionage) what the other(s) are using, I research down the counter-paths of weapons and defenses. Otherwise my Military research is concentrated on Hulls, Miniaturization and Logistics. As for appearance, I like the beams and the upper level missle effects. Cheers, Reaver
I will replace one building type with another on a case by case, as needed basis. I find its a very fluid process. If my cash flow starts its inevitable dwindle or I am not leading in research, I examine my planets to see if the requisite structures are in the pipeline. If not, I look to my smaller worlds to see if there are any that can build/convert. Here is my Planetary Planning during different game phases: During the Colony rush -- queue up 2-3 Factory buildings --
(1)Do manufacturing/social points scale according to a planet's population Not directly, no. Population is Taxed providing you funds to finance your Production (Manufacturing/Social/Research) at your designated Spending level(%). <TD class="mb-Body-
~Star Formation = Scattered or Loose Clusters Actually, if you make them Tight Clusters you can get a galaxy with pockets of star systems with HUGE stretches of empty space between them, and that can slow down colonization until longer range colony ships are built. Even constructor strategies need range techs in this set up. Cheers, <br
One way to keep aggressive AI's at bay is this. Every planet that I colonize during the rush, gets a Starport put in the queue, when I see that colony rush is nearing completion, I immediately cease construction of colony ships and start to build little defender ships. Usually small hull and filled up with weapons (no engines are needed as these boats won't be going anywhere), if you know what your enemies are using for weapons, you can put 1 type of defense on the hull, but weapons are the ke
You can't add starbases to fleets because they're stationary. hmmm... so are planets, really. I see no harm or undue advantage to allowing ships to be placed 'in orbit' around a starbase in much the same way as a planet. Any ships in orbit around a Starbase, can't move until they are 'launched'. Sort of a hybrid between fleet and plan
I think that poll is strictly based on military power. Cheers, Reaver
The poor horse carcass is only bleached bone anymore and yet some still insist on beating it. Cheers, Reaver