Not sure what the plan might be for the colony overview / management screen (that lists all owned colonies), when it makes it in -- something similar to GalCiv2, I would guess. However, with the change in GC3 allowing per-colony economic/research/manufacturing adjustment, and anticipating maps with lots of colonies to manage, I don't think the old style management screen will be enough. In GC2, eventually, you could see and select a specific colony's focus on this scre
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I am having almost exactly the same issue - which I should note I never had during the beta. (the only change to my machine between the last beta I ran (0.95x maybe) and v1.0 was changing to nvidia driver version 306.23 from 295.73). I also tried the newest version, 306.97 with no effect). As with earlier poster, I have enabled Vsync and triple buffering through the NVidia control panel with no perceived effect. I have yet to see a fraps frame rate drop below 60 (which is my monitor refresh r
Didn't see this elsewhere in a search... saw that in 1.92 these might have been added as new. The problem is that after researching Collective Manufacturing I, II, or even III, the Yor cannot build the indicated starbase module: Collective Mining I, II, III. They can build Mining Barracks and Battlestations, but even with both of those, no Collective Mining available. I think I tracked down the problem: in StarbaseModules.xml, MiningCenter is listed as a pre-requisite for Col
I thought this was pretty funny when it happened, but it does smell like a bug. Playing DA 1.80e.098 as a custom civ and went to trade with the Altarians. I don't remember exactly what I was offering, but I was asking for Soil Enhancement and New Propulsion Techniques. There were saying No. However, when I added Ion Drive to the list of what they were offering, they were suddenly quite pleased to make the trade. Naturally I accepted, but it probably shouldn't have worked that
Am I confused or was there a typo in the CGW review? On the first page there is a table that compares features between GC2 and MOO2. Under "Custom Ship Building" it lists MOO2 as "Incredibly rich" and GC2 as "Pretty sparse and straightforward". I am probably one of the few here who haven't played MOO2, but I think the ship building in GC2 is a bit more than sparse... did they put these comments in the wrong columns?
Oh my, this is a huge thread... My idea is very simple and reduces micromanagement! Add the ability to see and change planet focus (military vs social vs research) on the Colony Management screen. Done.
Apparently I'm not smart enought to get a screen pasted here and editing my previous post keeps failing. So I uploaded it as my "Desktop image" under my account profile. The example I loaded is a 0/2/0 - 0/0/1 ship (as seen in the lower interface area) trying to upgrade to a 0/4/0 - 0/0/1 ship. The upload screen shows this instead: 0/2/0 - 0/2/0 upgrade to 0/4/0 - 0/4/0. Attack correct, defense wacked. Incidentally, the left column of the up
Upgrade ship screen has graphic glitch (I have seen in 1.0D and X) showing that defense will increase when it really shouldn't -- and even shows wrong type of defense. Example: Ship you want to upgrade has 0/2/0 attack and 0/0/1 defense. Class to upgrade to is 0/4/0 attack and 0/0/1 defense. However, the screen shows that your new stats after the upgrade will be 0/4/0 attack and 0/2/0 defense. Note: I have also seen this when
Was just looking through the game examples link (found under "Databanks") and noticed the Altarian Downfall example wasn't listed. It was posted in the Journals on February 16. Would hate for it to be missed!
I guess I'm still unclear about one aspect of damage calculations: How does defense work when there are multiple attack types? Example: Beam(10) Gun(6) Missile(0) attacking a defense of Shield(2) Armor(0) Point(4). Here we have Beam vs 1 optimal and 1 non-optimal AND guns vs two non-optimals. If Beam rolls 0-10 for an 8, gun rolls 0-6 for a 4 and if shields roll 0-2 for a 2, point rolls 0-4 for a 4 . . . what do we have as a result? B(8) minus S
I've asked this before, but never seen an answer: in sandbox mode, do the AI races use the ability and government settings that you see on the screen - or do they have preset defaults that the AI uses regardless? Example: I'm thinking about playing the Iconian Refuge and mess with their abilites. I change them to have all military abilities and no research bonus. I also make them the War Party. But, then I choose to play as the Terrans inste
The manual is a little out of date. Population is measured purely in the billions now. So growth per turn is 0.2 B (not M), which means 200 million per planet per turn. So at that rate, it would take 50 turns to go from a population of 0 to 10B. A doubled rate should be 0.4 B per turn per planet, but I haven't checked to see if that works in game. And of course, if your approval gets too low, growth slows down, but I'm not sure of the exact threshold. This change from milli
Yes, I noticed after playing some more that the ship icons tend to get stuck if a research project was completed in the same turn (thus forcing the research screen to open at the start of the turn). The social icons are still goofy. I do get a dropping social icon when the planet is no longer building anything, but I never see any others. (As stated in my original post, this seems to be true even with no checkmark in the "Show Social Events
The icons that drop down along the right side of the screen when an improvement or ship is completed seem to be a little screwy for me. The ship ones appear, but usually only drop half way down the screen before stopping. Funny, sometimes they do make it to the bottom. Planet improvement icons never appear. Naturally, I've tried checking the "Show Social Events Only If Empty Queue" box under 'Game Options' both ways--in neither case does the
Thanks for the feedback. A "Defaults" button would be nice. But I still wonder-does anyone know if the AI uses your settings? Seems like that would be silly, but...
Perhaps a silly question, but I changed the Terran info on the first campaign scenario. I changed: name, leader, starting Abilities, etc. If I remember right, you cannot modify starting techs for anyone except a Custom. Now when I play a standalone map, the Terrans retain the modded info I entered. But when I hit the "Clear" button on the bottom of the screen, it does not return to the defaults. So there's my question, if I go
1) Really loved in GC1, can't do in GC2: adjust the ecomomy sliders and simultaneously watch the planet list. The planet list shows the build times of ships, of course, so it was very easy to judge how much to tweak your spending in order to get that ship out. Now you have to switch back and forth 2) I know this has been said elsewhere, but Tooltips
On a related note, the Generic Jewelry "Flip Hardpoint Direction" needs some rethinking. Hardpoints seem to have two directions: 1) the big arrow (forward) and 2) the small pointer (up). The problem comes when you flip the hardpoint direction, it does two things: 1) flips forward to backward (good) and 2) flips up to down (bad). So when you want to make some bling, like a fin, point to the ship's rear instead of it's front, you ge
So, I start out producing 10mt/wk of food (a single Basic Farm adds 5mt/wk, which according to the text is enough food to feed a whopping 5 million people), therefore 10mt/wk = feeding 10 million people. Too bad my planet starts with a population of 1 billion! So right off the bat, I guess 990,000,000 people will die quickly. Seriously, I don't understand at what level my population growth will be hampered, these numbers don't mak
As I was deleting my list of beta saved games, I selected the top save game name in the list, then pressed the Delete key. The message that came up asked if I was sure I wanted to delete the ship that was last selected on the main screen! Not too big of a deal I guess, since pressing the "Delete" button on the screen works fine...
I have to agree with this idea 100%. Ship design really needs the following two things: 1-ability to save a design at any point during its creation (with the ability to load it and continue modification from there) 2-ability to copy any design, creating a new variant
Just playing a game of regular GC to compare and realized how nice it is to see the Planet List (which shows the ship in production and its build time) at the same time as I am changing my Domestic Policy (tax rate, etc). This way, you can immediately see the impact on military and social projects... I really miss that in GCII !
Sorry if already mentioned, I didn't find this in the forums. The morale tooltip on my home planet (morale at 41%) reads as follows: 41 = -25 population, -58 taxes, +18 buildings, +6 native bonus. Naturally enough that all adds up to 41 (assuming you start at 100). The problem is, if you check the Planet Details screen, it shows I have +25% to morale (in green lettering) - presumably from anomalies I've found and the Entertai
I've found that when I load a saved game in Beta5, my tourism income has dropped to zero (whereas it was around 10 or 11 bc when I saved and quit GC2). After a turn or two it all comes back... but it seems like it should stay in the first place.
Have been playing Beta4D and now Beta5 and found a few things in the interface which I would love to see modified (some are holdouts from GC1 that I never liked either). Of course, my apologies if these have been mentioned... the forum doesn't seem to have a very good search option (unless I'm blind). 1- I would prefer dropdown boxes (also known as combo boxes) instead of the left/right scoll boxes to select sorting options. These are found