The system seems wierd to me too. I've yet to colonize a class 1-4 that couldn't be upgraded to have tons of tiles via terraforming, but I've conquered a few 1-4 that had zero additional tile potential, which seems really odd. Could just be luck, I guess. I'm totally confused on population caps too. I get planets with populations stuck at some arbitrary value like 2.5b/6b - it's confusing because the max potential pop shows 6b, but the population never grows. I love it when I add fa
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I'm picky about what I install on my PC and keep it super clean and tight. SDC is a simple, stand-alone, run when you want to app. It's handy for getting updates, installs, free content additions, registering, betas etc. I also hate ads, spam, and all that crap, and I don't find SDC to be obnoxious in any way in that regard. It's a harmless app. There's no reason to NOT install it unless you somehow have an incredibly tiny amount of available disk space. And yeah,
I almost never use mods but I'm giving this one a try and so far it looks very nice. Thanks! Hi LogicSequence i don't know if i have done something wrong during installation but i'm not able to load the mod. I installed the file.exe in TotalGaming/GC2/Dark Avatar, after i followed the instructions in the readme, but in mods folder there is no High Resoultion Pack i have just Default and Example. What have i done wrong? Thanks I encount
There might have been other factors - it's hard to know. 38 would've been a base defense value but if there were any +defense modifiers the value would've been higher. Fleets compared to single ships makes a difference too. If each defence had 10. Does that mean they get an additional sqrt(10) also? Yes. You get the full value of the defense vs the appropriate damage type + the square root of the other types. All calculations in GC are round
I like this idea too - it's something that reminds me of some other games in the genre. It's a great way to further differentiate the races and to add exploitable weaknesses to races too. I've also been playing the Yor lately and sometimes feel guilty about it because they seem like they're such a strong race. It's kinda sad that custom races get the shaft so badly - missing out on some things the ability to have a miniaturization bonus and having no hope of starting with tech remotel
Probably already reported...but I searched and didn't find anything... Disruptors III are size 8, cost 70, and do 8 damage. The next tech in the line lets you build Subspace Blasters, which are size 9, cost 100, and do 8 damage. In the ship designer Disrupor III is listed above Subspace Blasters, because they're way more effective/efficient, even though Subspace Blasters are of a higher tech level. Ie, the higher tech weapon is bigger, costs way more (when
Hmm, tried to edit my post and it said I wasn't logged in, but I'm logged in. Odd. So rather than edit, guess I'll add.... If you click the "Databanks" you can find some good resources that explain and illustrate some stuff better than the manual. The strategy forum also has some good readings - look for "tips for new people" and similar types of threads.
12b. You can build starports on other planets, which will enable you to build ships on that planet. One easy to overlook aspect of the game when you're new is the finance screen (F4) - you usually want to set your production capacity to 100% and adjust the sliders periodically depending on what's most important to you. Ie, if you want to build ships faster you might set military spending higher, and would want 100% capacity. Note that you typically need a solid economy to keep your c
You can colonize them...just research the tech...just like the AIs. Or maybe play a race that starts off with some of the techs to get an advantage.
With all respect, I feel it's cheesier the way it is now Not really. Cheese would be sending a transport with 1 troop on it to wipe out a planets improvements via mass driver attack. There's a sticky related to why there's no planetary bombardment, which is what you would essentially have if you could do improvement wiping faux invasions.
I've noticed the same thing. I've built a power plant on a world, decomissioned it, and I'm not able to rebuild it. Seems like a bug to me, since it seems like a situation where you should only be able to build one power plant, not only ever be able to build a powerplant once, although it's not something that comes up that frequently (for me at least).
1520/0/0 for defense values is a bit misleading, according to how defense is calculated. That ship would actually have the square root of 1520 (rounded down to 38) for missle and mass driver defense, modified by any other other factors involved. Ie, a defense of a particular type isn't totally useless against other attacks, just much weaker. So such a ship would show as 1520/0/0 but for combat purposes it would really calculate to be 1520/38/38. I think the manual fully explains how
Well if you set habitable planets to common, that's what you should get.
What are your sliders at? Is your military production slider at or near zero?
Well, one might consider using the same strategy repeatedly and/or taking advantage of AI weaknesses like poor trading intelligence to be cheese too.
Dunno if this was the same in DL, but in DA when minor races spawn late in the game it might as well be a "free uber world" event for the nearest (or most ready) race. They spawn on a class 15ish world, with 1b pop, no ships, no hope (at least on challenging). In my current large/challenging game I had one pop up in the middle of my territory and took it out within a few turns since I had transports chillin'. Then another popped just outside my territory, 2 AIs go to war with the new
It's odd to me that the lower initial base PQ planets get so many more upgrades (new/extra tiles) out of terraforming techs than larger initial base PQ planets. I think a PQ 1 planet I've colonized in my current game will end up with more tiles than my PQ 10 home world. Doesn't quite compute.
I also don't like the new system of espionage. The original system was kinda nebulous but to me it fit the scope of the game better. This new system is kinda ridiculous in that it's kinda crazy to be managing individual agents on the intergalactic scale. If the new system is kept, it'd be nice to be able to do something with agents other than destroy. Like maybe just plant an agent in an a civ purely to gather intel (easier mission, harder to get detected) or purely to try to steal t
Supreme Commander will probably be a great game for multiplayer - and, there are already tons of great games for multiplayer. Turn-based games are generally not suited for multi-player, and since there's already a ton of multiplayer games out there, it's nice, especially if you're someone who NEVER plays multiplayer, to see at least one game designed well specifically for single player, as many games that do have multiplayer have super weak singleplayer with the excuse that you're supposed to g
Official (and stickied) thread about carriers.
An option to control how many extreme colonization type planets occur might be nice, but I don't think it's that big a deal. The different types of planets is simply nice to have (more MOO2-like is usually a good thing). You can always bump up the overall number of planets with other settings. I'm not so sure the adapter type races should get to pick their techs - that sorta takes out the randomness (ie, you never know if you'll be next to ANY good worlds, so it's not much different).
Is there any real documentation on this stuff? The manual is very brief about it (as it is on all topics) and the wiki seems horribly out-of-date. Anybody know if it's possible to plant an agent just to gather info? The thing that seems odd about th espionage to me is that you apparently automatically know if agents are operating against you - I think - no clue really. I haven't placed that many agents (had no clue that was how you raise your knowledge level) but most I place
My confusion on starbases is that if I double-click on one, it'll show zero maintenance, but on my finances screen there's a line with a cost for starbase upkeep. Eh?
I've had a CTD alt+tabbing back into the game too, and alt+tabbing back into the game takes forever in general, which seems kinda odd. (AMD X2 4200, 2g XMS, X1800XT, game res same as desktop res (1920x1200), latest drivers, Dx, and all that)
I thought right-clicking techs in the diplomacy/trade window popped up their description...have to double check to see if it gives exact bonuses. I think he's talking about having this happen in the research screen too, which would be nice. It'd also be nice to have this summary when research is complete, since I often forget everything a new tech brings do to hastily selecting (usually a tech that's part of a series). I'd agree with most of that list, although some of those things ar