[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! :)
e-stab
[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
Speaking of planets and their habitability: I'd welcome if there was a setting to define the quota of planets that need colonization technologies in order to be habitable: 'rare' (or even 'none') to 'abundant' - you know the deal.
[quote]For the past month, we've been putting v1.7 through its paces and ultimately decided due to the level of change to release it as v1.8.[/quote] Hmm, there was a v1.6, then v1.7-betas and now v1.8? Sounds like weird marketing stuff to me.
I really like two of the ideas presented: (1) Hide or obscure the values of enemy ships, tied to espionage and a little random factor How am I supposed to know that alien ships move x parsecs and have an attack rating of y right away? I might get this information for a given ship type over time due to experience, espionage, luck or a sophisticated guess, but at the start an alien ship should be, well, pretty alien. <img src="http://images.stardock.com/gc2/T_DL/smiles/Smi
My suggestion is that we put a "Declare War" button on the foreign policy screen and make it so that the player must declare war before attacking any ships or planets. When you first declare war, any of your ships in enemy territory will be moved out of enemy territory, as it is when that United Planets issue is in effect. To be honest, I don't like this idea at all. I'm sorry to say that, but it sounds like a pretty cheap solution to the "the AI doesn't see
I always play the campaigns through at least once just to experience the story and to get going with a new game/expansion. The one, big problem with "take the techs with you" in campaigns is that it could be easily abused by researching everything just to have it in the next scenario. The only alternative that I see, putting serious limits to the tech tree of each mission, isn't that appealing ei
If you liked GC1, you'll love GC2. I don't think there's anyone who didn't.
I'd pay $20 for a well-done economic revamp alone. In fact, several people that I tried to get into the game stated that the economic system seemed pretty weird to them. And to a certain extent, it really is. I'd be very cautious with changes and additions to the combat system though. There's the dange
Oh, and if memory serves correctly, in GC1 the AI didn't actually use terror stars This time they will AND they'll use them with computer-like precision! What fun! Yay, bring it on! I hope it's not too late to fix the typo on the box ("evan") though. <img src=