Full blown-out custom tabs might be too much to ask for, but maybe there's room for a simple click feature? Just don't document it, and I won't tell anyone! ;p
e-stab
[quote]I would like the ability to right click an improvement and move it to another list. This would allow a great deal more customization for player style.[/quote] Seconded to 100%!
Tech bugs and oddities as of beta 4a: Techs 'Fleet Defense', 'Xalax Defense Coordination' and 'Zalon Defense Mainframe' don't seem to do anything: No bonuses, no ship modules. The Terran ship modules 'Xalax Defense Coordination' and 'Zalon Defense Mainframe' are activated by tech 'Advanced Defensive Techniques', I guess they should be moved to their proper techs. An inconsistency: Terran ship module 'Stellar Avenger' (Attack +20%) only works in own sphe
[quote]1. You could introduce an option - asteroid number=none 2. Option for Anomaly Number=none 3. Options for resources number - from abundant to none.[/quote] I agree. At least no. 1 and 2 should be straightforward to add, and it would be a nice touch to be able to play with fewer or no resources from time to time.
[quote]WWW Link Hope link works check codecritter posts for workaround.[/quote] [quote]Update is up now.[/quote] Thanks to both of you! :)
Could someone point me to that workaround, please? I'm not up to date in that matter.
I think the underlying problem is that starbases still work in the same way than they did in GalCiv 1 v1.0: You build constructors and get modules. Now that ship building has evolved tremendously, they look a bit dull from time to time, especially the weapons and defense values of the starbases themselves. If there were more/better self-defense modules to make starbases sturdier, then there would be hope for them to keep up the race with ships. The way it is now, they're bound to lose and be too
[quote]With all due respect, I think you are missing the point of starbases.[/quote] With all due respect as well, you might have missed the point of most people in this thread: The problem isn't that starbases are weak or worthless, the point is that you're better off building ships instead of using the weapon and defense modules, at least in the later stages of a game. That is a pity. Additionally I still think that some of the ship assist modules should give a percentage bonus in
[quote]+ NEW: Cost of technologies re-designed to be based on # of habitable planets in the galaxy as opposed to the size of the galaxy.[/quote] A personal "Thank you!" for this one! :)
[quote]You mean people actually build all those starbase modules? A fully loaded starbase is just an expensive clay pidgeon.[/quote] Unfortunately there's a lot of truth in this statement. I really like starbases in general, but filling them up with weapons seems too expensive (and needs too much micromanagement) to me. Better build ships instead and get additional mobility. Are starbases affected by "+x% weapons" or "+x% defense", by the way? I'm not sure right now, but I think the
I can confirm occasional sensor oddities as well. Two examples: - a ship is destroyed (and it really is), but a "sensor ghost" remains - planets having large sensor ranges or not (both with ships in orbit or not) Usually these issues disappear after some turns or save&reload, but they're weird nonetheless.
[link="https://forums.galciv2.com/?forumid=161&aid=167788"]Here's[/link] the official update schedule, it can be found via the general GalCiv II News. It's not 100% accurate anymore, but should still give the right general direction.
[quote]Then what is 0.92[b].004?? that is what I'm showing available[/quote] An even newer version.
Version 0.92[b].003 (Beta 3C) is available now.
Sounds great! I'm looking forward to come home in a week and test all this stuff!
[quote]I already gave Stardock my money for TA, but as I have many games to play and, generally, a great deal of things to do, I won't mind if they take they time.[/quote] 100% the same for me. I wouldn't have believed it some years ago, but now I've actually got to choose what to play and when, so it's 'quality first' for me. I gladly spent the money I save this way (because of buying less games than before) on the full price of those games where I made good experiences with their producer.
I really think the current beta schedule is too "busy". Take your time until January and make TA even better. Those who have pre-ordered can play and test right now anyway.
Over a year, and no praises? All praise CariElf - now hunting bugs in the Twilight as well!
It's like that since GC2 v1.0 unless I'm mistaken. I guess it is intentional in order to make it harder to (pretend to) be the good guy. Not that unrealistic if you think about it.
[quote]I am wondering if it can be targeted by spies[/quote] "Better stay inside, folks, we've got a nasty storm coming up because of a Drengin spy in our beloved weather control system. And our planet just dropped five spaces in the galaxy-wide ranking."
[quote]The weather control zenith raises the PQ by 3, giving 3 new tiles. But it requires one tile for building it.[/quote] He said [b]up to[/b] three tiles, so I'm not sure whether you really gain much on the average. (In the latest public beta you got +10% PQ ability which resulted in 0-1 new tiles for most planets.) [quote]For one thing, Tourism is now worth 10X as much.[/quote] Sounds like a good change to me. Tourism money was barely noticeable before - unless you controlle
[quote]So who all is playing with TA beta from the GDs?[/quote] I took a look at the three tech trees yesterday and will testplay today and over the weekend. Oh, and welcome KingBingo!
I forgot to mention that there actually is a slight difference: When I use Ctrl-N, the game usually crashes to desktop directly. When going over the main menu, I get an error message telling me that the .exe has to be terminated and the desktop appears as soon as I confirm.
The title says it already: When I use Ctrl-N [B]or[/B] go from a game to the main menu to start a 'new game', GC2:TA usually crashes. Not always, but most of the time.
Personally I always liked GC2, but judging from comments of friends or found in other forums, the differences between the races were far too small for some people. And it is true: If you take away the background story - maybe you don't care or never even played the campaign - the only notable differences left are graphical ones (which aren't that decisive in the end) and the three moral alignments. Read: About the same strategy worked for most if not all races. A first step in the right directio