Life got rather busy for me, and I finally got around to pounding hard on the 0.21 beta this weekend. It's possible that it's only my imagination, or that since there was more to test, the games were lasting longer, but while I had been able to finish games at the end of Beta 1, I never came close in the latest version of the code. I was seeing CDTs after a few (several?) hundred turns and save files that wouldn't load. Are other people seeing this as well? Unfor
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My girlfirend and I enjoyed playing Moo2 together. We never got past the first game of Moo3 precicely because of the realtime tactical combat. And I've played HW, if you can handle it's space combat without pausing, you're in no position to comment on how well the common player can handle real time combat. Not a knock, rather a sign of respect.
When it happens, it's good. Yeah, a monday release would have been a nice birthday present (I don't actually expect them to roll out a beta on sunday), and today would be nice since I expect Horizons to be down all day ("largest update ever"? I hope that's not counting the server merge, that took several days), but I haven't got the hang of combat in Robin Hood, so I've got stuff to keep me entertained.
I do not need another adiction. I do not need another adiction. (covering ears) LALALALA!!!! I CAN'T HEAR YOU! Who am I kidding?
Actually, miniballs get replaced by other weapons with better names not far up the tree.
I don't see how the colonists would be making money in route to their destination. Odds are, either you're treating your colonists similar to peace corps (free room and board) if the government wants colonization more than the populous does, or as a prepaid expedition if it's the other way around, so little money is being spent on the ship either way. Also, it's quite possible that the colonists are in stasis as you mention, as I remember the troop module descripti
Stardock has already stated that they don't want to see modules not allowed on any hull that has the room for those modules. A better solution to this is to increase the gap in ship HP between the cargo hull and regular hulls. Already, a cargo hull only has 10 HP. You can go crazy adding weapons and defenses to that hull, but with that few HP, it won't take many combats where the opposing ship survives your first salvo to kill you.
The graphics load seems lighter than in GC1, though I have no idea how the CPU load will compare. Other than that, I really don't have much I can say. the CG2 beta is quite fast, but that's because there's so much stuff that isn't there yet (AI chief among them).
Peter, GC2 already runs at multiple resolutons, we just don't have a widget yet for setting the resolution in game. Edit the prefs file and you'll see the resolution settings.
I'd like to see queueable researches, especially if the excess research from the last turn of the previous research gets applied to the new one. I tend to drill down to techs I consider important, so by the time I get around to going back to fill in the early techs I skipped, I'll have 6-10 techs with a "next turn" ETA, and playing with sliders to spend as little as possible on research but still get the tech next turn is the worst type of micromanagement, since in
You're welcome. I realized you caught me doing exactly what annoys me in users of software I develop, and that stung. I always tell them "educated guesses are fine , but telling me the symptoms is more important." I've spent days tracking down bugs because users told me what they thought was happening rather than the symptoms that made them think that was happening. And no, I don't like to play with fire, I'm just a recluse with poor comunications skills
Apologies, I'm confusing features.
No, that's not what I remember. The humans became concerned because all of a sudden, nothing came through the gate for 2 years (that's the rationale for the AI having better knowledge of star color and such), at which point the humans disassembled their gate and started exploring for themselves. But yes, THAT stargate technology was inferior to ships, which is why this would have to be something new.
Um, CariElf, something certainly checks it, one of the features in the game, and yes even mentioned in what documentation exists so far, is that the more populous planets are represented by a larger empire logo. I'm not sure if that's what you meant by planet overlay, but it's what we're referring to. Or at least I think I read that, I might have just interpreted something as meaning that, but it certainly looks that way when playing the game.
Personally, I like the idea. though obviously I don't want to see it abused, because if it's abusable, then it won't likely be included. (Yeah, I was one of the first people to build starship catapults in GC1). First, the stargates themselves should be expensive to build. Worse than anything in GC1. Hundreds of constructors. Second, where does it let you go? Obviously, only to another stargate. And obviously, not just to any other stargate, other
How much population did you drop on the planet? I've noticed this whenever I drop a small amount of population on a new colony. 500 triggers the issue, 2000 doesn't, haven't tried anything in between. Probably has something to do with the fact that the owner shield tries to scale according to the population of the planet.
How are you manging to optimise the start ships to be so much better? Surely the basic colony ship design takes advantage of your starting technology? Do you have to sacrifice people carrying or something? Two tricks to it: The default Colonly Transport uses 6 colony pods (Solitair has made a very good suggestion to
Mine was a trivial invasion. Two troop transports with beefed up speed/range, built on a cargo hull since nothing out there was shooting at me. Didn't need offensive ships since there were no defending ships. Took over both of the enemy worlds while my homeworld started working on a long range hunter to kill his flagship, though the game was over before the hunter ship was completed. I still haven't shot at anything. <img src="http://images.stardock.com/gc2/smi
The odd thing is that it doesn't happen the way that influence is supposed to work in GC2, so I suspect that code is either bugged or not implemented yet (and behaving in a similar way to GC1). That is, the borders aren't moving, the world first gets a warning, then later just flips, and only then do the influence borders move. In the one game I had this happen, I was matching the Drengin in influence according to the chart and was building up the worlds mo
It is possible, and you do get a victory message. Oh, and you can build combat ships.
Ah, I missed the same thing at first. There's a funny widget on the bottom of the tech screen when you're on weapons, and if you slide it over, you get to see more advanced weapons. Quite a few of them, in fact. Of course, you have to research them before you can put them on ships. EDIT: Funny in that it doesn't look like a scrollbar, but it functions like one.
Oh, and whatever you do, don't hit Ctrl-N to see if that GC1 key still works. CDT.
The "News" popup is probably the auto-save notification, which goes away automatically as soon as the autosave is finished. I've managed to read it a time or two when it happens. And before you think of unchecking autosave to test this idea, I did that last night, but it kept autosaving (as evidenced by the fact that I could go into the "load game" window and see updated times, though the game hangs if I try to load them.).
For me, the ship is usually going sideways, not backwards.
F1-F3 shift to different isomorphic views. As for the movable camera, I don't use it, but I can see your point to a degree. On the other hand, you can turn the grid on under options, which I did.