Would the GC2 engine support AI testing via Monte Carlo analysis? I suppose the AI code would have to take it's constants and initial variable values as input. ...and the engine would have to allow for play without a human player. After several thousand automated games, you would get some good tuning numbers. The benefit would be AIs tuned to different galaxy sizes, rule sets, number of players, intelligence levels, etc. In a sense, the AI could select a set of constan
Mike693
I suppose I'm in the "hard core" category. For me, the heart of the game is the AI. I enjoy having to develop a sophisticated strategy for every game. While I love GC2, the situations where the AI does "dumb" things detracts from the experience. I presume that the priority AI improvements that require less computation time have been addressed, and that to get smarter, the "large-scale, multi-turn coordination"-type problems would need to be solved. I like the idea of letting the AI us
Oh... and Terror Stars!
Some quick thoughts: I don't want tactical combat to drag me down into the weeds, if I don't want to go there. I suppose I'll want to skip tactical for when opposing fleets are not closely matched. I view tactical options as an opportunity to gain that extra edge against similar strength opponents. The ability to withdraw and the ability to damage critical systems (and later repair) would add an interesting dimension to combat. "Aircraft" carriers - maybe I can
I'd vote to see Terror Stars return.
"The Swarm!" on Commodore PET. (Don't know if this counts.) One of the old Star Trek Unix games. I forgot which one. "Starfleet Battles" and "Robots!" with hexpaper and dice. (I suppose these are more tactical than strategic.) Then, something like Risk on the Apple II, except that it created random maps (way cool at the time). Then, "Strategic Conquest" on the pre-OS X Macs. (First time I had to explore the map to see terrain!) Then, "Reach
Thanks sam0t and CodeCritter! Looking forward to any feedback on the other points.
v1.2 Beta 2 Feedback 1. Bug: If I move a rally point in the middle of my turn, ships moving to that point do not move, and the "turn/skip" button is missing. This means I must right click on the rally point as the focus moves to each ship. I ran into this during the end game on a gigantic map while trying for a diplomatic victory. As each SB was maxed out, I moved the rally point. I had to right click and wait for each hyper warp constructor to move 43 parsecs -- very time consuming.<
Thanks for everything Brad (and team). It's really polished now. Have a great summer.
What are the criteria to achieve the different access levels? I gathered that "Exile = Does not play well with others in the Forum", and "Avatar probably equals Stardock employee". What about the rest, and will it change when we can submit games in November / December?
Will GC2 support multiple monitors? I just ordered a second LCD to better work with massively wide GANTT charts. It would be nice to see the GC universe in 2560x1024 as well! Does anyone else have a dual-head setup?
In the main display, stars are hidden by the fog of war. In the mini-map, stars are visible thru the fog of war. On large galaxy sizes, stars can be too hard to see in the mini-map. I suggest that stars be made visible in the main map, even in fog of war and unexplored areas. Also, this will make setting auto-pilot routes easier for colony ships, scouts, and others one would send into the unexplored void. Finally, this is not meant to make obsole
I built my first PC last summer to prepare for Doom 3. If you have the time to research what parts work best together, assembly is simple. (I only needed to use a screwdriver.) I reckon I saved a few hundred dollars compared to buying one already assembled.
Ugleb: I had logged on early and waited. However, after a while no new text appeared in the SDC chat client. I noticed Brad's post on this thread later on. I had to disconnect and reconnect to the IRC channel, and there I was, about 45 mintues into the discussion. All: As I missed the first half of the chat, I second the call for a transcript...
Thanks for the replies. Sorry, must have missed that this feature was posted earlier.
I want to second point #1 from zoomba: "select a tech that's several steps from where I am now", and add the following... When reasearch of one tech is complete, I would like research to default to the next tech in the chain to my target tech. This way I can forget about tech until my longer term research goal is achieved. (Still need the beaker icon to notify me of steps completed along the way, in case I need to change my tech strategy.) This woul
Processor: AMD64 3200+ 2.2GHz 512KB cache Physical Memory: 1GB Card Name: NVIDIA GeForce 6800 GT Display Memory: 256MB Current Display Mode: 1280 x 1024 (32 bit) (72Hz) Title screen: 71.8 - 72.3 Main map: 69.6 - 72.3 (zoomed in - dragging the rectangle in mini-map) Main map: 59.8 - 60.8 (zoomed in - clicking in mini-map to "jump around") Main map: 71.9 - 72.3 (zoomed out) Using: R:\bin\drengin\galciv2\GalCiv2.exe fra
Given that every improvement can not be built on every planet anymore, the planet screen needs to accommodate reuse of tiles as technology improves. I suggest some projects could replace older ones at a reduced "upgrade" cost rather than destroying the previous improvement and building the new one "from scratch". For example, an advanced factory could replace a basic factory. Planets that have to specialize because they have less tiles might realize a cost advantage
Regarding Point 3: I would add a destination column to the ship building queue having Orbit, Launch, or Way-Point number. The intent is to prevent having to address each ship as it is built. (e.g., I could have Defenders stay in orbit, Dreadnaughts assemble near the front lines, and transports towards the rear.) I agree that this queue should be on the shipyard screen.
1. First Run - Crashed when creating map. 2. Second Run - Got to map. Crashed when alt-tabbing to desktop and back. 3. Third Run - Played for several minutes. Retired current game and started new civ. Buffer Overrun when creating new map. debug.err of first and third runs below. ========= First Run ========= Debug Message: Version last updated on: Wed Mar 23 15:05:39 2005 Debug Message: *********DXDiag info follows.*******