Zoomba

Zoomba

Joined Last seen Member # 439441
102 Posts 643 Replies 36,864 Reputation

I can't wait to see the visual effect for a planet going KA-BOOM! Will there be a little shockwave ala The Death Star explosion?

10 Replies 12,401 Views

This is the point of beta... to find these strange problems and to fix them. You may be experiencing a problem that others will later down the road, if you leave now, the problem may not get fixed, and others may suffer for it as you have. And it's only beta 2... The game is still about 9 months away from release, so there's a LOT that still needs to be fix, a lot that still needs to be implemented etc. Just because your bug hasn't been fixed yet doesn't m

5 Replies 7,380 Views

Until someone figures out how to quickly and easily automatically port DirectX code to OGL, I doubt we'll see GC2 for the Mac. If Stardock had used OGL instead of DirectX, it would be much more of a possibility, but I'm still not 100% sure it would be feasable. Now, what would be cool is if Stardock partnered up with Ambrosia Software to port GC2 to the Mac. Ambrosia recently ported both Uplink and Darwinia to the Mac. I'd love to have GC2 running

16 Replies 21,495 Views

MP is not ruled out. It just wont be there for the 1.0 release. They've said in the past they're coding the game with an eye towards adding MP in an expansion if demand warrants. As has been said, the AI will likely be hard-coded, meaning that it wouldn't be able to deal with changes to the race settings. To Relic- Every game out there that you can mod operates under the exact same rules. Epic can, and does, take community work and repac

12 Replies 22,614 Views

You must have a DirectX 9.0c capable card to run the beta, others have reported problems with Intel on-board graphics controllers since those don't tend to do 3D. No DX9c = Definite problems. I'd suggest going out and getting a sub-$1k machine to game on. Pretty soon you won't be able to hope to even run strategy games on your aging rig as the requirements simply out-pace your hardware.

10 Replies 10,931 Views

Adding a "Basic Infrastructure" building stage before you can get your planet producing useful stuff slows down the game needlessly. There is no fun added by introducing a delay between colonizing and production. The colony rush isn't really a possibility as the game stands since you need a starport, then a large factory base to build quickly. At current values, you're easly 100 turns in before you have your second colony ship produced (you start the game with one

26 Replies 24,675 Views

Select the flagship and hit the "A" key on the keyboard. This works for any ship with survey capabilities.

3 Replies 4,472 Views

There is an option in the Options screen that lets you disable continuous ship production. This may circumvent the bug you're encountering now with manually setting builds to "Nothing"

4 Replies 3,287 Views

It shows you when someone links to your article or forum post from an outside site. For example if someone does a Google search for GC2 and they find a link to one of your threads and click on it, you'll see a referral from Google. You'll also get referals listed from any of the SD family of websites (JoeUser, WinCustomize, TotalGaming.net). It just lets you know that people from "the outside" are reading your stuff.

4 Replies 8,264 Views

You're thinking of Star Wars: Rebellion, the ONLY attempt to use the Star Wars License on a 4x title. It's one of my absolute favorite SW games there is, but not because it was an outstanding title. Rebellion was a perfect example of Lucas Arts inability to execute a decent game design. Rebellion was unfinished in so many areas. But it was 4x, and it was SW, so I played it and loved it. The concept of building in one location and shipping to another is s

10 Replies 9,690 Views

Kryo, I'd be interested in seeing how you go about doing that. I had briefly played with the idea myself and had written a small bit of code to do map generation and such but didn't have enough free time to complete it.

5 Replies 6,956 Views

For the planet conflict issue. Wouldn't it be possible to have racial preferences overlap? Assuming the standard 20 point scale on planets (I'm assuming it's 20, as I've never seen higher than a 19 and 20 seems like a reasonable limit) of 0 to 20, you could have each race with a preference range. Humans like 10 - 20, Dregs like 2 - 12, Altarians like 8 - 18 and so on. There are now several overlaps where the races could fight over the resources. In the example I

25 Replies 17,799 Views

I also was able to prevent an enemy ship from moving by keeping it selected. I felt so powerful! I could control the entire galaxy through the other empires! I can almost hear the paniced conversations in the offices of various galactic leaders... "What do you mean the entire population of our whole empire just blasted off into space?!!?" "It appears they all had some strange urge to take an intergalactic vacation.. I hear the beaches on Korbal Minor

5 Replies 4,847 Views

Is there any chance of having self-lit ships as an option we can tweak/disable? I personally prefer the darker look to the game than the glowing ships we have now. Just a personal bias of mine

6 Replies 7,594 Views

I don't know how long this bug has been here, I actually just noticed it today. If you find an enemy planet that has a ship garrisoned at it (has the shield icon), you can launch that ship into space! This is especially fun if the enemy ships are colony ships. I took one planet by emptying out its entire population onto ships and then sending in a transport with a small handful of troops. Also, you can control any ship you see on the map, or go in and mod

5 Replies 4,847 Views

We definitely benefit from the fact that the test community is pretty small. It's nice to have direct access to the dev team when we have questions or issues, makes me feel like I actually have some impact on how the game shapes up

9 Replies 11,185 Views

bldrose7 - Your latest post did clear up a lot of my confusion, and does clear up my misconceptions on the matter. As the idea was written originally though it had all the markings of an end-game Ultra-weapon and I had trouble seeing how that design could be effectively balanced. I like your idea on a number of points, and it has potential. However I still think there should be wider-galactic impacts to your empire for the use of a weapon of mass dest

19 Replies 16,709 Views

When I said 45 degree angle, I meant the rotation of the map as presented from a top-down view. Take a square and rotate it 45 degrees, it is now a diamond. Rotate it 90 degrees and it remains a square. I'm guessing you're talking about 45 degree view angle along the z-axis. You can rotate your main map so that it is square and then slide your view down to get that 45 degree isometric view. You only lose out on monitor space when you're dealing with th

12 Replies 9,987 Views

I actually don't feel you addressed those points. You say make them expensive, but once someone ends up with the uber IGBM stuff and just starts cranking them out, the game is over. Unless the defenses completely negate them. If that's the case, there is no benefit or reason to get the missiles. I'll just equip every ship with a scrambler, place one scrambler building on every planet... there... safe. I'll now go out and stomp them with my armada which is 10 tim

19 Replies 16,709 Views