I'm not seeing 5 minute turns, and I play on gigantic/abundant, but turns are taking longer than they used to. This is not saying you're not seeing 5 minute turns, or that my hardware is better than yours (looks about even, really). However, much of this can be caused by playstyle. Example of playstyle causing issues like this: I'm the reason sensor range is currently capped at 15. I had a fluke game where right after I finished the Eyes
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Moz, I haven't tried this in GC2, but I've done it a few times in GC1. Create a solid box around the starbase with constructors (combat ships work if you've got enough of them), with two spaces inside the box. The starbase in question in one of the two spaces, your gift ship in the other. The AI usually wouldn't immediately attack, but almost always did within 5 turns or so, since the ship can't go anywhere else. In cases where the starbase was iso
1.0X is stable and production quality. The current Beta is for the changes that 1.1 will bring.
This makes no sense. In space everything weighs the same, nothing. So general physics wouldn't apply like that. An engine would move a huge ship just as quickly as it would move a small ship. I'm not sure what you're saying. If you're saying that the exact same engine would move a small ship at the s
I've always played on gigantic maps with abundant stars, and paid attention to the number of colonies. That change doubled the number of colonies, true, but even before, I'd often find a star system with 3 or 4 habitable planets, it wasn't capped at 2.
Actually I think the original post has a point. If you're upgrading existing worlds it's no big deal. But if, late in game, you have occasion to take over a world with no industrial capacity you've got a problem. Excellent point. In my one 1.1Beta game so far, the changes have slowed colonization to
Nope, employment got removed about a year ago I think. There were still XML entities for employment all over the place, and they got cleaned up and removed at some point, though since the Neutrality Learning Center wasn't in game at that time, they probably missed it, and used a less than up to date template to create the XML for the NLC.
That was removed during Gamma and the Omega Fleet Defense got renamed Hyperion Fleet Defense. Was very confusing for me at the time And yes, it was my favorite wonder at the time.
I did some numeric analysis, and came to the following conclusions: 1) mounting different categories of weapons NEVER makes sense, since you're giving the defender's defenses two chances to reduce damage. 2) If you've got two different defensive techs and you're fighting an enemy with mixed weaponry against both types, you're better off mixing defenses on the ship. The same goes for a situation where the one ship may be fighting two different enemies. Note: This can be av
I can see how you'd like to dismiss this as an issue since you've lost this point of the discussion. I must have a stealth 4th issue in post #73 that I'm not seeing, unless you're assuming it's part of issue 1. I was attacking the argument on the subject. I didn't raise that issue. And it's far from lost, we're just failing to agree to disag
There are currently 4 shipsets? in addition to human. They are Calamari, Draconian, Kodan and Vogon. Not exactly. They got renamed after different major races. Calamari became Altarian, for example. I think Vogon became Yor, but I'm not sure.
Odd, Peace Phoenix, I've never not been able to pack a starbase with every allowed module in GC2, even on the rare game that lasted until I had all the techs except the tech victory tech. You'll notice the number of max modules changes according to the type of the starbase. I believe this is saying that "if you had all the techs, this is how many constructors it would take to max out the starbase" not "this is the most we'll let you use." I know for a fact that you can pack more tha
There have been some changes in the gamma that will definitely affect this answer. In the Beta, the answer was "not the way you mean" in that almost all of my effective ships had far more offense than defense. However, the Gamma changes two important things in regards to your question. The Gamma AI tends to focus on a single opponent at a time (I'm used to seeing almost every race at war with 2-3 other races, if not more, but my only Gamma game that lasted long enough saw most races
Agreed with Star Pilot. I've had games where my income per turn was 3000BC per turn beyond what I was spending even without the "period of great economic growth" and I've had times where even 50BC a turn would have killed me. Now, I'll admit that on the average it wouldn't hurt, but that's only because I'm almost never LOOSING 3000BC per turn.
I've been able to determine which techs new minor races get. Every tech the tech leader has, none they don't. So, I've been doing 60-80% of the total research in the galaxy for some time, I'm the only player that has Research Academies, Invention Matrixes, or Discovery Spheres. I've got the full sensors, life support, logistics lines, and almost all of the hull improvement line. Of course, I'm also the only player without Laser III - Laser V.
Well, I was going to do another one of my long lists of bugs from my notes, but I noticed that all but two of the entries were game balance or UI improvment suggestions rather than bugs. So, I thought that I should seperate the suggestions and not post them in the bug threads. So, here's my notes on things I'd like to see, most of which are minor changes. 1) Sizemod issues: I really think that sizemod should be based on the base
First, the one I already mentioned in the 4D thread, about having the auto-tile advance skip tiles needing terraforming while there's still unused green tiles on the planet. Having to click back on a green tile smells of micromanagement. Second, we have a go to planet button on the GNN, can we make that go to where the combat happened on combat events? This is certainly better than nothing, but it would be a nice shortcut. Third
Could you make it so that if we place an improvement on the world map, it automatically goes to the next GREEN tile, if any are available, then the yellow, etc? Once it gets stuck on a yellow tile, I have to pick the next tile by hand.
There's a bug that I reported a little while ago that I just realized may be the explanation for why people are seeing AI ships that violate what players of the same tech level can do. The bug is this: There's no check on pre-designed ships to make sure you have enough miniaturization tech to build them. As a test, I loaded up a saved game where I had almost all of the techs researched and had both miniaturization improvements bu
This is more for the players than the devs, though the devs might find this interesting as well. Yes, these have been reported. Some of them were reported well before 4C, so I'm surprised that they're not fixed already, so obviously priorities are elsewhere at the moment, which is understandable. This should help smooth out early-midgame progress, as well as helping the AI since I doubt it knows about how to deal with these issues in an efficient ma
I've found that different bonuses affect your playstyle in different ways. Here's what I found as "interesting" starting bonuses: Racial stats: +60% to Influence: Before the reduction in starting influence generation, this was an easy way to win. Between that and an influence resource, I once had a game where 2-3 times, I'd flip planets that weren't even in range of my survey ship. +4 to sensor range: All of a sudden, your colony ships can go out
I think you are missing something on terraforming (which is getting upgraded soon, so I don't think it's worth discussing until we see where it goes, since it should be out in two days, I think), because it does not work like it did in GC1. Take the actual third level, Terraforming. When you research Habitat Improvement, one of your tiles (on PQ 11 or higher planets, has no effect on smaller) that is not in the ocean but was not previously usable will turn red. This tells you that that tile i
I'm not that worried about it. The "no longer defined in terms of anything we can measure against" is in terms of we 21st century humans. We have no frame of reference, so we don't know if going from stardate 1.00 to 1.01 took an amount of time corresponding to what we would think of as a second, day, year, or century. No more arguments about "completely taking over a planet in a week is impossible" because we don't know how long a tick of the clock is. A tick could have been a decade, thoug
Who's contact? The Drengin had enslaved the Torians before the humans made contact with anyone. The Iconians created the Yor. I can only think of one event that happened simultaneously for all races. The game should start at 0AH. "After Hyperdrive" Or Post Hyperdrive, or 2AH if you want to count from the time the humans sent the hyperdrive schematics, or whatever. This is probably the same timeframe that you were thinking of, but I think this would be a more precise term for it, given the
I usually find myself at a point where I'm placing one weapon and two defenses fairly early on in the game, usually starting with 4 attack and 4 defense on a small hull, and those are the first ships I make in any significant quantity, so I don't consider the difficulty in fitting two defenses on a ship a major factor. I also don't bother with tiny hulls, there I think you'd have to be fairly well along in the game before split defenses were feasable. As for splitting my re