Thanks. I updated the wiki; I think I'd rather have had the econ bonus than the faster revolts though...
DanNeely
The problem with having both a tactical combat and an auto-resolve option is that balancing both options equally is almost impossible. If you try a formula based option (sword of the stars) is there there always end up being some combos/capabilities that work much better in one than in the other. IF auto-combat is tactical combat with the AI fighting both sides then a good human player will always have an advantage by being able to out-fight the AI.
The wiki lists the mind control center as having a bug that prevents influence based revolts from working. Is that still true in the current patch? The wiki hasn't been updated in 07.
I'm looking at the guides posted on wikia , but they've typically have notes about changes from the 1.1/1.2 patches but nothing on more recent updates so I'm assuming they're badly dated at this point.
jared: You should *NEVER* install a beta OS as anything other than a dual boot. Beta = buggy, and potentially not complete by definition.
The implementation could be better though. I often have a half dozenish designs cluttering up my shipyard by tyhe end of the game as newer faster ships are built with higher trade levels or to replace ones destroyed as a result of combat. Since cargo and large hull types can be cross upgraded the clutter increases the risk of a fatfinger accident misupgrading battleships into trashhaulers.
wilson's correct. Component size is made of a fixed size value and a percentage of the hull size. Because of this miniturization effectively only affects the base size. The hull percentage is in general a nonfactor in miniturization because the 15% should increase the component size an ammount equal to the increased hull space. What happeened was that you've been burned by floating point rounding. The current implementation is better than applying the percentage on the components size, but
Despite being drawn with truncated corners, the click area of the turn button is the full rectangle defined by it's maximum height and width. I've inadvertantly ended my turn trying to click on the overlapped part of the minimap more than once.
1 Open the starport on a planet. 2 Change the ship being built. 3 Click the shipyard button. 4 Close the shipyard. 5 reopen the starport, the planet is building the old ship not the one it was changed to in 2.
Is a 1.2 beta update in the works?
IF your manufacturing budget goes to zero because you're too deeply in debt, the manufacturing timeline shows all players as being zeroed out that turn.
Running in windowed mode, and I use minimze all to view the desktop, and then bring up a non maximized window of any type, anywhere on the desktop I see the GC2 mouse cursor and a click will bring up the game.
While trading for money, at times the ammount dialog appears showing only "1' or "10" instead of "100". PRessing the up/down buttons, do adjust from 100 , and the AIs yes/no descision is based on 100 as well.
Follow autopilot ships option is not working. Ships are not followed regardless of the check state.
Full error log from the movies update attempt below. -- [Application] ---------------------------------------------------- Name: Stardock Central Path: D:\Program Files\Stardock\SDCentral Version: 2.32.398, build: 129 -- [System Information] --------------------------------------------- Platform: Microsoft Windows Windows XP, 5.1.2600 Service Pack 2 Display: NVIDIA GeForce 6800 GS Driver Version: 8.4.2.1 System Dir: C:\WINDOWS\system3
Maybe we just didn't play the game for long enough for the memory 'bug' to take a hold. That was it on my end, frequent restarts due to new patches, combined with playing in a med galaxy for the whole time. Ti took me a week in a large before the slowdown got significant enough that I looked at what was going on in the taskmangler.
Just the planet it's on, or empire wide?
What exactly does this give, it doesn't show any numbers on the planet screen, nor does the wki say anything.
I know this is kind of topic but is there anyway to cap population without destroying a farm? Possibly some type of bar or button to stop growth even if you have extra food. Probably not included in the game now but does anyone else think this could be a nice feature possibly in the future versions? Without it seems like the high food resource tiles are pretty much a waste
Alfonse, I agree this is only a priority three,or possibly two issue, depending on how much of the user base has 512megs or less of ram, but I haven't ran across any CTDs since the official patch came out. Anyway form the link SuperGeek provided the devs are taking this issue seriously, and it's personally gratifying that I managed to correctly guess what type of memory problem was going on.
No, simply wrong. The price is coming out because you no longer have to fit it out with costly psionic shredders. Let's make this clear: every upgrade, you remove every part and replace them Cheap weapons > expensive weapons. Your argument lacks any logic. Yes, new weapons, but they're a lot cheaper than buying a new stock of expensive old weapons.
Initiative was a factor in ship design in Stars! and it could make a huge difference if you had 2 powerful ships. I think initiative was controlled by ship speed though. Dont recall so I might have to fire it up again. Been a while hehe Actaully speed was the one factor in Stars! that didn't affect init. Hulls had a base init (bigger ships ha
Yeah I don't get what you're saying either. So the final total of the third is less than the second? Isn't that expected since you're using cheaper parts? It also figures in other things such as changing weapon type, def vs offense, etc and I believe it has some added cost built in. IN the first upgrade I'm buying 5x new engines, 1x new armor,
Why would you leave the game running for *days*? Just exit the game when done for the day and then relaunch and you should be all set. I'd harbor a guess that just about any program left running for days at a time will start to eat up memory. 30-45s alt tab time on a large vs 2m+ to load, and a similar price to shut down. My pc's always on, s
I've had my copy of GC2 open playing a large game since 1.1 came out. Over the last few days I've noticed alt-tabbing back and forth was taking progessively longer. Finally after the last time I tabbed back tonight I saw a note that windows had enlarged my page file. Task manager showed ~5-600mb in use by various processes (GC2 ~- 300m) and a commit charge of 2.4gig. I exited the game, commit charge dropped to 600m. Resumed it, taskman lists GC2 at 680m and commit charge at 1.3g.