A couple of factors that affect the invasion result which haven't been mentioned yet are the Courage feature and the total tech level number.
shiva7663
Defense Ship - 1 engine, triple defense system(means three of each if agaisnt colorful enemies, if not, focus), lots of guns, does not deviate from it's designated planet's orbit If it's a system defense platform, why use up any space for engines at all? Oh, unless you have to move them from a factory planet to their destination. nvm. heh.
Version v1.3 beta 2a last updated on: Tue Aug 8 16:18:51 2006 In the debug.err file, I get messages like this a lot: Debug Message: Destroying ship Scout Ship M0-1 21. Orbiting: 1 Debug Message: Was Orbiting: Akilians II Debug Message: Destroying ship Scout Ship M0-1 27. Orbiting: 1 Debug Message: Was Orbiting: Akilians II Debug Message: Destroying ship Scout Ship M0-1 35. Orbiting: 1 Debug Message: Was Orbiting: Akilians II Debug Message: Destro
I never understood why the AI puts a Starport on every planet. I don't know about the AI's but there are a couple of reasons why I do it: 1. I like having the flexibility to rush-build a ship from any planet in my empire. 2. With lots and lots of starports, I can use the Governor feature combined with rally points to launch a full-sc
I see that no one at all mentioned the worthless Galactic Guide Book. By the time I would be able to afford to build this anomalies are loooong gone. Anyboby know a more worthless wonder? The Galactic Guide Book would be so much better if it gave you zero space Survey Modules instead of zero cost Survey Modules.
I've noticed a bit of odd AI behavior: an AI planet will produce a scout, not launch it, then the scout disappears (presumably recycled) shortly thereafter. Is the AI just using the scout to take a quick sensor peek around the planet? That seems like a cash-wasting way to do that, if that's really what is happening.
Please get a clue what you're talk about. This was NOT a bug, but a perfomance issue. Low end machines couldn't handle the increased sensor range, like I said. As such, there is no way to fix it. The cap will probably stay. When performance issues cause the game to actually crash, that most certainly is a bug. The game should instead gracefully clos
unless 15 PC was found to be optimal for reducing the bugs caused by larger sensor ranges Bugs are bugs and as such, should be fixed. The game configured to crank up the maximum sensor range should not crash the game: all such crashes should be coded to be prevented. If greater than 15 PC blows away a min spec 800 mhz P3 computer, then perh
Unfortunately, the sensor range and ship range caps are both necessary--apparently, the game starts to do some weird things once either value reaches a certain point. If the devs have decided not to fix that bug, or have reduced the priority of fixing that bug to the point where it will never happen, then that's a decision of theirs with which I stron
http://www.amd.com/us-en/Processors/ProductInformation/0,,30_118_9484,00.html
I just built a "picket" sensor platform with all the MK 4 sensors a cargo hold could fit, and with miniaturization, I get a theoretical sensor range of 29 parsecs, which is capped in-game to 15 parsecs. I'm using the v1.3 Beta. Is there a plan to remove the cap at some point?
I'd like to do espionage against the minor races. There are places in-game where it tells you that you won't know certain info about those minor races without espionage, but there's no way currently to do it at all.
Or a short Starbase Tech tree leading to improved starbases which can launch an increasing number of hulls per turn...? I could live with that. heh.
Combat? Space bombardment? GC2 is turn-based, so of course, a planet full of startports could be conquered and used just like any other planet. Not sure I understand in detail how your objection applies to my proposals. Anyway, another application of the alternative principle from my previous post would be allowing a player to rush build multiple tiles on a planet in a turn if they have enough social production capacity to allow it. Another implication of multiple starports per
The point of having, for example, ten startports on a world would be to build ten ships per turn if you have the resources. Yes, it would change strategy, I know that. An alternative with a single startport on a world with large production capacity would be to create as many ships per turn as you have the capacity for, where it would keep track of how much production capacity you have left that turn until you run out.
I'd like have the option to build as many starports per planet as I want to. That way, I could have (and the AI's could also have) front line military production planets ready to produce entire fleets at any time (subject to normal cost restraints, of course).
A bunch of scouts set to Auto-Explore from the same source planet take the same path to explore, and what you end up with is a conga line of scouts flying around the galaxy. It would be much more useful if ships set to auto-explore were aware of the search patterns and sensor radii of their brethren and were more aware of which areas were unexplored and would spread out their searches more.
There's plenty of precedent for aggressive neutrals, for example, xenophobic isolationists who lash out when their territory is violated. Those folks will need decent ingame perks to help violently enforce their neutrality.
Having no hyperdrive or engines just means that all ships are speed one.
Looks like I posted this in the wrong forum area, but I can't find where to delete the post.
I've been trying to implement a pre-Hyperdrive scenario, but when played, Hyperdrive is still researchable, and Humans still have Hyperdrive as a starting technology. What I'd like to do is restrict the entire engine technology track for all races. I'm also thinking about adding an anomaly that gives the finder Hyperdrive, but don't know if I can make the anomaly clear the restrictions from researching the rest of the items in the Hyperdrive track.<br/