When I bring up the planet/colony list and scroll down, then select a colony and change the ship or project it is building, the whole colony list snaps back to the top of the list. It'd be more user friendly to leave the colony list where it is - if I'm scrolling down to change one colony it's because I'm reviewing all of them, and I don't want to have to scroll for each one.
Publius of NV
I found a counter overflow on the Economic report of the Domestic Policy window. Sent a jpg showing the problem to gc2bugs.
The GNN window announcing completed projects cuts off the text. It shows you the name of the enhancement (building project or starship) followed by the name of the colony that built it, but the name of the colony frequently gets cut off so you can't tell from that window where it was built. I'd prefer to see the text wrapped to a new line.
I started out as the Federalist party, but once I changed to Republic and the first vote came up, I was told that I was the Technologists, that the Federalists had won the vote, and I was losing my party advantages. Please note that I had reloaded the game after a crash ... just in case the party identities got messed up by that.
I noticed this too. I also had problems scrolling through the planetary build queue when I had enough items stacked up that the scroll bar appeared.
Getting constant crashes while looking at planet details. If you mean clicking on the Details button, I just sent an smartexception report of that to gc2bugs.
CTD trying to start my first beta 4 game. I got all the way through selecting galaxy size, race, and opponents, but crashed when it should have been showing me the generated galaxy map. Report sent to gc2bugs. Forgot to mention, I had uninstalled beta 3 and then installed beta 4 from scratch.
Since we're on the topic of shipyards and game balancing ... One of the problems that I recall with the old Shipyards feature for Galactic Civilizations for OS/2 was that it was hard or impossible to design ships that were better than the standard ships unless you maxed them out with weaponry, defenses, and engines. For example, suppose you wanted to build a cheap, fast, attack ship with little or no defense. By the time you loaded it up w
After looking at the link, I'm not sure I understand the problem. Is it that the images of the higher level lasers are available? 'Cause the "Canopener" class that you have designed there only has attack 4 with 4 lasers, so you're not getting extra power from higher level lasers. Or I guess maybe you're saying that since the class was designed with MkIV lasers, it should not have become available until that tech was researched.
*Lowa11 is dead* To be replaced by Lowa12? Or Lowa100? Are the Lowans using decimal or binary?
I think it would be useful to be able to set a default filling percentage, but it should be different for transports and colony ships. Meanwhile, to avoid clicking too often, the scroll wheel can be used to adjust the percentage.
I could have sworn I posted to this thread yesterday, but I don't see my post. Anyway, I was saying something similar to Star Pilot - I almost always filled transports but not colony ships, since early in the game filling colony ships drained the population of the sending planet too much.
In case it wasn't clear, I like the three classes idea.
The three classes idea could feed into the good/evil ratings ... a local event would have a smaller impact on moving you to the good or evil end of the spectrum than a regional, while a galactic event would have a major impact on whether you are a good or evil civ. A galactic plague that hit multiple races could offer a major move to the good side of the spectrum if you forgo aiding some of your colonies in order to render assistance to other races, while a major move to the evil side might be
Arrgh, is it me?????
Beautiful post, Evil Roy, beautiful! Oh, and what a pity about the demotion. Who's next?
FWIW, which probably isn't much, I don't have the slightest interest in multiplayer. I hesitated to post in this thread, but it seemed to be so one sided ...
For what it's worth, I saw it too.
Espionage should be able to deliver information besides technologies. It'd be interesting if, for example, you could get a pop-up event that said that Drengin were planning to attack the Kwilas system, or that the Torian defenses were very weak in sector 2,2.
Well, for one thing you could add additional techs to increase espionage. Perhaps a tech that allows you to set up an advanced spy school. Advanced bribery. Advanced subversion. Advanced propaganda. Advanced disinformation.
I just tried starting a new game with the Iconians as the only opponent, gigantic galaxy size. The screen came up black, but when I moved my mouse pointer over the screen it displayed coordinates like [0,-1], [-10,-1], etc. As I used the scroll wheel to zoom out and then back in, the galaxy star background appeared (but with no stars), then went back to black. When I clicked on the minimap in the vicinity of Earth, the display went back to normal. It appears I was positioned off th
I don't know why you guys are arguing about this. Because your argument, which I accept as you state it, assumes that the bank will have superior stats compared with the marketplace through all future betas and into the final game. This is not necessarily so. If it remains so in the final game, I agree with you. If it does not, then it would
They could be made complementary, such that the bank has a large effect on the economy and a small effect on trade, while the marketplace has a larger effect on trade and a smaller effect on the economy. Not that I have any idea what Frogboy is intending
Something else I've noticed is that if you are building a ship and stop it and change to building nothing then at a later date (could be years later) build a different ship, the new ship seems to take all of the original production to speed up the development of the new ship. That's the way it worked in GC1. If you switched from one ship type
Yes, this is a must have.