The other ships should become unaligned, and start attacking whatever crosses their path.
chriskrusz
Yes and it's spelled matrices, not matricies.
I think GC3 should have some kind of self-learning AI system, preferably with a central exchange server where the game could send it's newly learned succesful strategies to, and from which it would download strategies discovered by other copies of the game.
There is a nasty bug in the new 1.2 combat system: when a single ship attacks, and it completely kills off whatever it's attacking, but is also killed itself, and under the new rules it emerges as the winner, instead of emerging with 1 hp, it emerges with *FULL* hp. Even if it had little hp left before the attack.
Actually, you can use the mouse scroll button to position those dials, that's what I always do. If you set the angle to completely free you can position things any way you like.
I just noticed that if your total population gets high enough, the population history graph (the large one, didn't pay attention to the one at the bottom of the screen) suddenly starts from 0 again from the date you reached the high population.
Troop ships do not automatically get 1 defense. They only get 1 defense when they are in orbit. Apparently there is an offensive weapon and troop ship 1-1-1 defense bonus for ships in orbit that I wasn't aware of until now? No special tech required either. This does not seem to be documented anywhere though.
Apparently there is some improvement that you can build on a planet, after which ships in orbit around every planet get higher attack values. This improvement also seems to give troop transports a 1-1-1 defense rating. Now, I haven't been paying very close attention, so I have no clue which improvement this might be. But I noticed an error: any ship with a troop transport module always gets 1-1-1 defense in orbit. Even if this ship has a much better defense by itself, it st
I take back what I said about bonuses not being applied to ships in orbit. It appears that the same thing that causes orbiting ships to have higher attack values, also causes troop transports to always have 1-1-1 defenses, even if they are heavily armed by themselves. I thought the bonus was not applied because the base defense of the ship was 1-1-1, which became 1001-1001-1001 with a 100,000% or so bonus, but in orbit it was 'back' to 1-1-1. In fact, a ship with base defenses 2-2-2 and a troop
Yes you can. Or 10,000%, or whatever you wish. As an addition to the earlier bonus stuff: racial defense bonus is not applied to ships in orbit! I still have to check whether this is always the case, or only when you have a certain improvement built on a planet (any planet then, though). Oh, and the social build queue is wrong about the time left to finish buildings. If you have a huge production bonus, it will say something will be done in a few weeks, while in reality it'
Just for fun, I edited a raceconfig file, giving 1000% bonus for various things. I noticed a few things: - The production bonus is not carried over from social to military production! If social production is being used, it has the bonus (10 times the amount). But, if social production is idle, there is no bonus to the idle amount. Instead, the low (quite low, without the 1000% bonus) amount is added directly to the military production, where it doesn't receive a bonus either. The ne
By the way, that pathfinding algorithm is screwy, it can't find a path two tiles away in under a few miliseconds?? Actually, come to think of it, this does seem to happen more to ships with more movement points. They often refuse to go to a rally point which is reachable even within one turn.
There is more to this bug, if you start a trade route from one corner of a gigantic galaxy to the other, the freighters never move from the home world, so you get minimum revenue each turn. In addition, if you click on the planet, you get the ship stack info in the bottom of the display, where the planet is one of the 'ships', and the freighters are the others. This disables the quick access to the shipyard and other useful things.
As stated before, the only way to do this, is to have someone else (not one of your allies though) attack the minor race, then refuse to help them. This breaks the alliance.
I just got the alignment change event, for a race that had already surrendered to me two years or so earlier! Aside from that, I get a noticeable drop in frame rate to only a few frames per second (maybe like 5) after playing for some time. If I save the game and reload without quitting, the speed is back to normal.
I have been playing a very sparse gigantic galaxy, and I have noticed that after playing for some time, the whole game slows down VERY noticeably, even in tactical view I only get a few frames per second. However, if I save the game and load it again, without even quitting the program, the speed is back to normal.
Let me add another feature request: I would like the continue building ships option to be per planet, not just a global toggle. I would like to be able to set some planets to build a single ship, while others keep churning out ships.
So the trade good bonuses still apply to me even if I sell the trade good to someone else?
Perhaps, instead, when a race is conquered, or it surrenders, the conqueror (or the race it surrendered to) gets all it's remaining ships and starbases. Or they become rogue ships, like the pirates or the escaped prisonners. Don't have to kill them for military victory, but they are still around, and attack weak targets of opportunity. Even in fact grab planets, if they have transports left. As a human player, if you managed to get all your worlds conquered, there might be an option t
Will the colony rally points finally ALWAYS work in 1.2? I'm not too fond of having to scour the map for ships that got stuck next to their building colonies.
I have now also observed the problem in a Tiny galaxy. It might have something to do with sending constructors directly to starbases to upgrade them, and the confirm starbase upgrade dialog being off. I also noticed that when sending multiple constructors to upgrade, especially in a fleet, some get skipped over if some of the upgrades involved paying cash for them. (Like battle stations). For example, if there are three such upgrades available, and I send three constructors, it only asks me to p
I'm not cheating, I just select starting conditions which give me some advantage over the AI! Sparse maps with very few habitable planets, and now I even picked the Terrans, Thalans and Altarians as opponents (info says they have weak military). Such a nice game, lost half a night of sleep on it last night, and yet it got flagged as cheater because of this. <img src="http://images.stardock.com/gc2/T_DL/sm
Oh by the way, this is a medium size galaxy. But I've seen it happen in other sizes as well, I think. I'll keep an eye on it, it is HIGHLY annoying. I also encountered an issue where if a constructor arrives at a rally point, which is a starbase, and it cannot upgrade it, and the turn button says 'skip', and then you move the rally point to another location, the turn button disappears and all the other ships going to that rally point have to be engaged manually. They still have the co
I just sent the file to [email protected] along with the end savegame, because it got flagged as cheater. I'll also post the debug.err here: Debug Message: Version v1.2 Beta 1 last updated on: Fri May 26 19:38:18 2006 Debug Message: *********DXDiag info follows.********* System Info Time: 5/30/2006, 21:14:37 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: COMPUTERTJE Operating System: Windows XP Professional (5.1, Build 2600)
I still have the problem that ships which should fly to colony rally points do not in fact fly there but stay in the tile where the planet launches it's ships, and the autopilot is turned off. This appears to be more common if the planet/starting location is not currently visible when they get launched.