Lookin' good! Thanks devs.
dfalken
That's not a compromise I'd like to live with... The problem here is that starbase upgrades don't scale with ship upgrades, and some of us beleive they should. The thing is. The AI could max out on these proposed additional upgrades, but there will be a limit. The starbase can only get so powerful, and there is only the one. You can build as many ships as you like. The starbase will fall, but it'll take more than just a small attack group. You should need the same number of ships to wipe ou
I'd also like to see this put back. I mean, the whole concept of the warp bubble is to do somethng clever like this. And you're right, it doesn't speed you up all that much, just a little bit. Please guys, put this back in. It's really one of the main reasons to use the warp bubbles.
I always thought that's what the military base bonuses were. The extra is coming from weapons fired from the base. In fact, if you look at the names of the ranged bouns supplying modules you'll get the idea. One is event called fighter drones. :) I like how they are setup now. I don't really wnat any new game mechanics added, just some additional levels of upgrade modules to bring them on through to the end game. That doesn't require any additional game modifications or anything.
[I]2. One of the problems that starbases face when it comes to upgradeability is, the starbase fortification techs can progress independantly of ship weapons and defenses. To make them much more powerful could result in players getting starbases appropiate to end-game during mid-game or in rare cases, early game. Possible solutions to this problem has already been posted. Having starbases reflect your current ship techs, automatically getting better weapons, defenses and miniturization
I think that's why they let you disable mega events. Some you'll like, some you won't. If you quit playing because you don't like a particular event or list of events, turn mega events off. I for one LOVE the variety. Sure, some of the events I don't really enjoy, but that's what makes it exciting. At least for me. Opinions vary, of course. :)
Ah, yes. I'd love starting ships to be a check box like tech trading etc. I don't like that everyone starts out with ships that they can't make themselves.... Just seems out of whack, and I'm nitpicking....I know. Random events at anomalies would be pretty cool, but I could live without that if it would take too long to implement. Maybe throw in a small percentage of negative results. That would be enough spice for me. :)
Hehe, I did too... Until I designed my first ship in GalCivII. Once I was able to do that, I never went back. Though I do miss those Vampire ships. :)
Someone from Stardock mentioned in another thread that they have a patch ready to put up, but that the IT people are working around with the FTP servers. This person said yesterday that it [I][/I]might[I][/I] be released today.
Thanks CariElf. That's great news. Warm fuzzies to you and all of your colleagues. :)
Well, I don't want to get into a arguement about this...but I want to weigh in one more time. With the new costs involved in maintaining unarmed ships on top of the cost and number of constructors needed to build one, a starbase should have a bit more survivability than it does currently. A starbase should take a fleet of ships at equal tech levels to destroy, not a single ship. Sure, if the single ship is at a higher tech level, it would make sense for it to be able to overpower the starbase
Thanks BoogieBac. That's great news. :)
I hadn't associated it with the Eyes on the Universe tech, but I have seen these sensor ghosts. I don't typically go for the Eyes on the Universe, so I know the bug goes beyond it. I don't mind the other issue mentioned. As long as the bonus shows up the next turn I'm good. I wouldn't go to the trouble of clicking all my ships for a sneak peak anyway....but that's me.
Well, I actually like the changes. It's made the game a LOT more challenging. I can't just set and forget the economic sliders anymore, and I think that's a good thing. Economy was sort of a given in earlier releases, now it's a factor that has to be weighed in with every turn. With the current AI, is has made for difficult games, but the AI is getting reworked for each race. I imagine that once the new AI is written, we'll see a much better fit. Those races that tended to flood the skies w
Well, I agree that there should be a change of some kind. Fully decked out starbases should be way more difficult to knock out. An extra level or so of upgrades might work. Making the current levels more potent might do the trick too. As long as the end result is the same I don't prefer one to the other. The only problem will be making sure the early levels aren't too potent. Maybe that means adding the extra levels is the way to go? At any rate, ship potency and starbase potenc
Just had this one hit me as well. Stardock, are you aware of this one, or do you want us to turn in some savegame files and such?
I've had a terrible time with the Altarian economy. Those that have had success, would you mind posting some advice? Thanks. :)
My experience is that it's been around 3:00pm to 4:00pm central time. It varies though... Sometimes they've come out as late as 8:00pm central. Those devs work awefully late hours. ;p
Thanks for the update CariElf. We all appreciate all the effort you and your colleagues are putting into this expansion. None of us mind if you need more time. We all know it's going to be well worth the wait. :) Thanks to you all!
Looks like an update for DA and TA are up. DLing now. :) However...no new races. No clue what is changed in this patch. They'll post a change log.
No clue. He was lurking in the Star Dock Central IRC chatroom, in the #galciv room.
Someone named Vinco said he was getting a download to version .92[b].006...but that it was just a bunch of bug fixes anyway. I've not had any luck getting anything new from SDCentral. Maybe they released .006 to a select group?? Vinco also said he had heard that the Altarian/Thalan patch was pushed back to Jan. 3. Anyone else heard anything?
I don't see anything...and I have the allow beta setting turned on. Hrm... That's odd.I'm at TA version .92[b].004
When you right click on the item in the trade screen it gives you the description of the item and the techs it unlocks. You still have to know a bit about what you've already got, but that is a big help. I'm loving it.
Is that when you get Sensor Array, or is that Mark III?