Did you send it to gc2bugs or support (It's an SDC thing, so it should probably go to support)? I sent it to gcbugs. sorry
Scintor
Every time I have tried to download the Heightmaps Beta 7 from Stardock Central, it downloads the whole thing and then gets stuck when it tries to remove the temporary files. I have tried this 4 or 5 times and always get the same result. I am sending in a bug report on this as well Scincerely, [email protected]
'AI cheating' is something that has long been talked about in strategy gaming. In this context it means that the AI is given extra advantages to make up for the fact that humans can out think it. In my original post I did say that it could be a mistake. On the other hand, I (and others according to this thread and others simular ones) don't think it is a mistake because this is only the latest step in a series of moves designed to make dominating the galaxy through trade and other deals impossi
Yes it was 1.6 Beta 4 (edited). The difference is not 4-5:1 tech for tech ratio but the 20:1 cash ratio. The ratio for cash was altered when DA came out from about 3:1 to about 5:1. This made a tech trading more challenging, but possible, especially if you have a lot of opponents. Now, unless you you turn tech trading off, it is you against the galaxy in terms of research. It seems that the AI can do something at all levels of play at 20x the level of what a human player can do. As I said,
I just started a new 1.6 Bet 4 beta game and something massive has been changed in the diplomatic trading screen. All the trades are now massively one sided for the AI. I am playing on tough where it is supposed to be a level playing field. In cases where I know I have a 10% diplomatic advantage I am getting a 20:1 ratio for cash for tech trades. (i.e. I pay 2000 for a tech and I am only offered 100 for that same tech by any other civ.) The Tech for tech ratio is 4-5:1. Now as I go over the te
One thing you'll learn guys is that this 'bug' seems to attack higher RAM systems. Low spec, low RAM rigs don't seem to have this issue whereas guys like us, 2 to 4 GB RAM seem to get this problem more frequently. I've screamed until I'm blue in the face over this one but they still haven't figured it out. I have a low end system and I am getting this crash as well. It seems to happen only on saving the game for me. Scincerely, Scintor
What you are seeing is that the AI Planning thread starts as soon as the player turn starts. All the AI is doing at this point is choosing social projects, choosing ships to build, etc. It can, at this time, decide to purchase social projects, which isn't any different than if you were doing it while the AI was moving their ships. I have not yet verified if the AI can rush buy two projects per colony in that first turn; I still need to look into that. </di
Hey all, I am 37 married with 4 kids. I am a stay at home dad due to disability. I'll get 20 hours a week in on GC2 while my wife is at work unless she finds out (she doesn't understand gaming at all!) The first computer I used was an Apple II original at school which played the original Oregon Trails and a wierd Star Trek game called Apple Trek. My first computer I owned was an Apple IIGS. I loved the Ultima series back in the day. My favorite quarter pumpers were Galaga when I was young
Forwarded a bug report to Stardock, but I didn't have any screenshots or a game example to give them. Scincerely, [email protected]
Hello there all, I'd like to put in my 2bc worth here. The reload turn bugs (and there are more than one of them) and their importance is really a big game/small game question. In a small game that lasts only a few hours there is seldom need to reload more than 2-3 times and if you are doing so, you are probably doing so in order to use an exploit (I am reminded of the reload movement bug back in the original Civilization that gave units that already moved before saving all their mo
I have been noticing this while playing a custom race with the superHive ability. If I capture a world with a factory half built, it will say 0 turns to complete, and it will never complete. If I try to buy the factory, it will cost me more than 400bc. If I buy the same kind of factory on the same world from scratch, it will cost me less than 150bc. I think it has something to do with the super hive discount not being calculated right for worlds conquered by influence or force. Scincerely,
I checked through all of the documentation I could find, and I could find no mention of this feature or how to activate it. Anyone know how? Scincerely, Scintor
The super hive super ability changed from the beta, but all of the discriptions in the release are still that of the beta. What were the changes to the super hive ability? Scincerely, Scintor
Is the pop up galaxy map (as shown in a screenshot of the DA tour in the Dev Journal area) in the beta or is that something that is only going to be in the final build? Scincerely, Scintor
I have removed the Drath Legion (Super Manipulator), disabled surrendering, and sold all rival civilizations the first three levels of military techs, just because of this particular bug. I and others have noted this before. I had a topic called 'pacifist surrender monkeys.' The problem seemed to be keyed to the excess priority that was given to colonization techs. I have had major civs go midway into the game and research no military tech at all. This has lead to a rash of surrenders e
I have a few that I haven't seen here. 1) A fleet management screen. When I have 200+ ships the current ways of managing them is slow and tedious. 2) The ability to manage planetary improvements from the colony management screen just like you can from the planet/ship list. 3) A button to make all of you ships on auto-movement use up their movement BEFORE the turn ends. Scincerely, Scintor
I have just noticed that if you have Eyes of the Universe galactic achievement and a planet of yours culture flips, you keep the sensor information from that planet permanently. I don't know if this is a holdover from Dread Lords because I have never lost a planet to influence in Dread Lords. Scincerely, Scintor
Repost from beta reports section Tweaking the spy system By Scintor Posted January 9, 2007 12:37:04 After reading through the posts here and playing through a Gigantic-Abundant game, I have some Ideas that could tweak the espionage system so that it would be more usefull and scalable to all galaxy sizes. The first problem I noticed was that spies could only be used in an aggressive way. Now, I tend to play toward an influence strategy, and seldom get into wars. I r
I think we can all agree that building this improvement after already having some agents on your planet should not immediately nullify those agents, you should have to still do that yourself. Actually I completely disagree! I was playing a gigantic abundant game and got the 'every planet gets a spy' event and got 236 enemy agents! That number i
Another post that got no feedback My game was great until the AI nerfed itself By Scintor Posted January 8, 2007 01:24:36 This is actually the first crash I have had during the Beta. Good Job! Prior to the crash, I noticed that the GNN was getting forgetful. The last three turns before the crash, most or all of my ship production was not being reported by GNN and was not getting the Icons along the side of the main screen. While I am writing here I want to
This is a repost from the Beta forum, which has gotten no Dev comments After reading through the posts here and playing through a Gigantic-Abundant game, I have some Ideas that could tweak the espionage system so that it would be more usefull and scalable to all galaxy sizes. The first problem I noticed was that spies could only be used in an aggressive way. Now, I tend to play toward an influence strategy, and seldom get into wars. I really have no real interest in trying to c
Thanks Mistralok! I hope that you can see whatI am talking about in those screen shots because they are kind of small. Scincerely, Scintor
ARRRRGH! I can't get the HTML to work
Actually I was asking if anyone knew what I did wrong with the links so that they are not active. It has been awhile since I have played DL, but if I remember correctly, it only applies to the way the influence borders are drawn in the minimap, and doesn't actually affect gameplay. Also, if memory serves, the problem should resolve itself after a turn or so. Again
Can anyone tell me what I did wrong? Scincerely, Scintor