How about two modified "find next" functions... "Find nearest unassigned colony ship" and "Find nearest unassigned constructor"? Actually, what I'd really like is to be able to assign planets to autocolonization and some similar way to say "I want 5 constructors to go to this starbase" and then have a fake rally point "nearest requested destination" that autopilots the ship to the nearest destination of the appropriate type, but that may be too much work for a dot-release.
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Starting with a medium hulled ship with a survey module but not already having the appropriate technologies. I've always rationalized that with one other added fact. In the backstory, Terra's original stargate was dissassembled to create their survey ship and colony ship. Given that the stargate took years of Earth's industrial output to buil
While the lag was an issue, and closely related to the real issue, the real issue was that the same problems that caused the lag could cause a CDT. I had a game that would reliably CDT every time I hit the "turn" button, and it was while analyzing this crash that Frogboy decided to cap sensors. The cheese factor of sensor range 65+ ships wasn't being discussed much at the time, but this crash caused a release with the sensor cap to go live the next day, I think, definitely not more t
The difference is I don't see these incidences as bugs. I rather enjoyed the fact that the last existing planet from each race refused to give up their identity and be absorbed into another race. I believe the re-education center (a super-project, so one per race) will prevent a planet from culturally flipping, so that may be the effect you're
You got crazy trying to move the map with leftclick+hold and moving the mouse while you loose in a rts game during the weekend with friends.... Yup, Civ IV drives me batty now, my mouse hand is hardwired for GC2, so I'm always giving the wrong command or having to stop and remember the Civ IV way to do something <img src="http://images.stardo
I think a lot of the stability vs. instability has to do with playstyle. For example, I was one of the people for whom early 1.0 versions ran quite slow even on a decent computer. Turned out to be a combination of settings (10 races, largest galaxies, etc) and my love of sensor ships. It all came to a head the one time I had the Hyper-sensor event happen right after I completed the Eyes of the Universe. The game wouldn't even finish a single turn before crashing. After talking to
Ooh, just imagine the branching factor for a min-max tree of a variation of chess where every piece could move every turn. Nope, not the same at all, Tandis.
Remember, while it's harder to create the invasion force, the defenders are growing very slowly as well. Prior to this change, I was usually happy enough if an invasion failed, because the population would be back up before another transport made it to that planet. That isn't the case any more.
Justas5, actually, since these patch notes are for a release version, they're listing all the changes since the last release, which only makes sense. I don't think any of those notes were present in the 1.0X patch notes, except for things that apply to both like "improved AI"
It does have a distinct impact, but it doesn't eliminate the colony rush. More that it slows it down, which a lot of people think is a good thing.
It's not a bad weapon, though many consider the doom ray better, but no weapon currently in game affects planets.
Slavery vs enlightenment arguements are pretty naive, this kind of rubbish has been used to defend expansionist wars since the beginning of time - I thought we knew better now It's been that way since the beginning of time, hasn't shown any real likelyhood of changing, and you expect it to be differen
Since it's still in Beta, it can only be installed via Stardock Central, and then only if you check the "show pre-release products" checkbox.
I'm certain that both GC1 and GC2 have the ability to detect when the player is thinking that it's time to go to bed, and responds with a declaration of war, just to keep things interesting
Trick question: Would I buy a MP expansion for $20? Yes. However, if that expansion displaces an expansion that would have added content or improved the AI, then I would prefer the other expansion, even if I would have bought either.
Yes. In the beta, when you have one of your ships selected, or a ship of another race that you have enough espionage against, you get a faint line drawn to where that ship is going. So you can tell if that constructor is grabbing the open resource, or is just going to reinforce another starbase in the area, for example.
I know they do in my current game, but I'm playing the 1.1 beta. Now, It is true that you don't get as much of a benefit from the second building as the first, because your morale ability is taken to the 0.8 power rather than used linearly.
Lenius, I'm not saying that they start off building speed 3 or 4 colony ships. What I am saying is that they're almost keeping up with me, and almost only because I haven't done any military tech research at this point.
O.K., there is a rather large bonus attached to any ship orbiting a planet. I can't remember if it's to attack, defense, or both, but I seem to remember it's a 50% bonus. There's also the possibility that the ships are within the area of effect of one or more military starbases, which can add quite a bit to the attack and some to the defense. Also, those stats seem low for an endgame ship, unless that's a medium or small hull. I'll have t
Sorry, I'm not particularly interested in having space bombardment in GC2. Given the changes in 1.1, the ability to kill population without loosing anything would be far too overpowering. Seriously, for the first time in GC2, I'm launching colony ships that aren't full because population growth is that much slower DESPITE having taken populaton growth bonuses (and yes, growth bonuses seem to work in 1.1).
Two things. There's an option to bring the focus to a ship that completes its automove and still has movement points left over. I don't remember what it's called though. Second, I seem to remember there being a hotkey that makes all autopilot ships move immediately without ending the turn, but I don't remember what it is since I don't use it.
I almost never see speed 2 colony ships by the time the AI and I are competing for the same planets on tough gigantic maps. They're usually up to speed 3 or 4 by the time we make contact. I might have a speed advantage, but it won't be a large one. By the time the colonization phase ends, the AI colony ships will mostly be in the 4-6 speed range, with some races having speeds as high as 8. By that time, my colony ships are usually speed 7-9, though
my god guys, most of you that posted dont like playing online, but is that a reason to shaft the rest of us? I think that's saying it rather strongly. I'm not out to shaft multiplayer, I'm just not interested in it for GC2, so I'd prefer development resources be spent on something that I will enjoy.
In GC1, a Terror Star had a speed of 1, which could not be increased by any means (well, there were some bugs at first, but that was the intent of how they worked). That was enough to keep me from trying to glass all my opponents planets. Then again, when I did want one, I'd build it in place since constructors were so much faster.
And don't forget, evil races can build a structure that makes all invasion tactics free. I like that one. It's fun. Ah, yes, I forgot all about the temples (the Neutal one is the least impressive, so I tend to forget about them). Good gets a temple that increases the odds that someone will surrende