Another very minor item: If you save a game under a new name, the game is saved, and you are returned to the main map. Perfect. But if you overwrite an existing save, you get the popup "do you really want this?". Answering YES, your game is saved, but you are left on the save game screen, and need to press done to get back to the main map.
Noghanimus
Popup Target, good analysis and useful examples ! One thing that you have not taken into account though is the effort needed to reach the levels of attack / defense, which is an item of game balancing... If it costs as much research to reach level 8 in beams as it does to get to level 4 twice in two weapon types, I agree with your analysis. However, if it ends up costing MORE the further you specialize, this will of course affect the calculations. Optimizing to get your best ships also invo
Popup Target, I think the hull size DOES matter, as these defense modules take more space if you put them in larger size hulls... It is logical if you think it through: you need more armor / shield / chaff to defend a larger ship. And I think I saw this mentioned by the devs somewhere, and it matches the table above.
Comnenus, if you look in the JOURNALS section, you will find a section where Draginol explains the weapons... I suspect this is simply one of the cases where improved tech lowers cost and/or size, but does not necessarily improves effectiveness... And Cost comes back every turn, as 3% of a starships cost is maintenance per turn !
I just had a GC2 crash when my screensaver kicked in (I think), just as I reported for beta 4b (post #154). This time smartexception caugt it, so I'm sending in the details in a separate note.
Basic Lab completion message on GNN lists Research 1 tp, while it is 6 tp on the planet screen. A cost of 25 bc seems also off a bit...
When my second colony ship was created (I bought it after about 6 turns), I went via the GNN to the planet, pressed launch ship. This did not seem to work, so I did it again, and one more time, after selecting and deselecting the 1 ship listed in orbit. Then I pressed done... was back in the GNN list and pressed done. Immediately I was on the main screen, and got the load colonist window, which I set to 500, and accepted. The load colonist window came up again, again I put in 500, accepted, and
I just had a CTD (invalid call) when I was in a game, closed my TP (which enters standby mode), and then opened it up again. It is repeatable, but does NOT happen always. I'm sending a debug.err file to gc2bugs. It does mention: ... Error flipping back buffer to primary buffer. Device lost ValidateDevice::Reset Invalid call Main Shell terminating normally ...
When you play as custom race, you have a choice of 10 possible opponents. The bottom side of the screen allows you a choice of 1 through 9 opponents, but if you have 9, you can still click on the last one and press ENABLE ! This will get you 10 opponents. The selection at the bottom still lists NINE if you do this however, which is inconsistent. The game is created with 11 races... I'll have to see if everything works correctly... Can the diplomacy screen handle 10 opponents? pro
Comment to #30, #31 and #34: I've also had some CTD (invalid option) when pressing CTRL-N 3 times, but when I tried to reproduce it I was unsuccessful, so I did not post this. But I had the problem when using CTRL-N. So it seems an intermittent problem, not something that happens always.
On one machine, that I've had problems with before, I keep getting X77e538b2 errors, even after uninstalling/reinstalling. This happens when I see the main menu on screen. For the moment I've given up on that one, as on my other machine (IBM Thinkpad T40p) everyting works fine. bug - on starting a new game, when you toggle the spheres of influence on the minimap, all spheres are displayed. bug - the spheres of influence still do not appear correctly on the minimap when you z
The numbers are hard to see, unless you select them by dragging on the screen. And the actual numbers don't say too much to me, I have not looked into combat yet. How do you get to the "value"listed? However, your description of the defense rolls leads to a question. Do you add the square roots of the different area defenses? Or do you add them first and then take the square root. i.e. a ship with 4/4/4 defense, does it have a roll of 0-8 (4+2+2) or 0-7 (4+sqrt(8)) ? <b
It is repeatable... Further characteristics: if this happens the mapping between the tech-tree shown at the bottom and the details and select list sub-screens at the top is broken... If I select HYPERDRIVE, I get Ultimate Adamantium instead... and all techs already known seem to map to random techs.... Something's broken here during the load from within the game. You seem to end up with the right number of tech, but the tech tree shows wrong ones... Running a few turns did not re
Something very strange happened... I started a custom race, without a name, and exited the game. Later, I restarted, loaded the autosave, decided that was not the game I wanted, loaded (without exiting) the previous autosave, got the same game, and finally loaded the last saved game that I save myself... The game loaded, presented me with the Tech screens and suddenly I had Techs that I previously did not have, and this without having the preceding techs. Saving the game immediately, e
I'ts probably too late to change much given that GC2 is now about 3 months before shipping. #1: being Master in 2 skills and above average in 1-3 more would require you to be at rock-bottom in any other category, or otherwise the averages would shift based on the capabilities of the other players... My feeling is that we heave enough options, but one thing I miss are opportunities to set some capabilities BELOW average (like slow research by 10%, giving a bonus of +1 point that can be
The information box on the main screen shows some minor problems when you click upon a star. I'm playing the Central Powers map with 4 opponents. - one of the planets (the rightmost, Athol) shows 4 habitable planets (OK), 3 colonized planets (not OK). On the main and mini maps, clearly all 4 planets are colonized and owned by the Arcean Empire. I have seen this bug listed elsewhere. - the central star (Torus, as I'm playing Torian) shows everything correctly, but it ge
What about keeping the "monsters" as Ugleb says (#20), some kind of mechanical berserker-like intelligent machines from ages ago. Like in the short story "Lungfish" by David Brin, or any number of other SF stories. Impotent, having lost it's power, it regains some "fuel" by the encounter with the survey vessel (old A.E. van Vogt story, or more recent the Vom by Alan Dean Foster). You could give it a limited lifespan (fuel) of 5 years or such, after which it would revert to a static anomaly, but
Shouldn't there be a time-related component in these figures? The only one I can see in the list are if you "recently" paid tribute, while some of the effects of course can change per turn if they are recalculated. However, memory fades over the years and any good or bad effects from past SINGLE events (help in the past, unlucky events) should be reduced over time (1 or 2 years). How about a declaration of war (by the player) to race X being a permanent -1 (or -2) modifier in
Some more Tech Tree remarks: - I hope the fact that the final 4 ARMOR techs (from ADAMANTIUM onward) do not bring new ship components is due to the fact that it has not been implemented yet. All other defenses seem to give new components through to the last tech. - the final Missile defense tech (AEREON) has as improvement Hyper Computers... Does that help Missile Defense ? - Is there a logical reason why Sensor 3, 4 and 5 give you Sensors mark IV, V and VI ? An why is Senso
A prankster race like the Tymbrimi would have given the turtle an impregnable shell (Zero-point armor ?), and would be lying in wait to see what happens to all the evil or ignorant ones trying to kill the turtle... A bureaucratic & nature loving race (anyone ?) would stop, build a nature-preserving overpass at enormous cost to allow the turtle to cross unharmed, stand clear with a satisfied look and discover that meanwhile the turtle had wandered off in another direction. They might
On the Domestic Policy (DP) Graphs screen: - usability item: when you've scrolled the displayed graphs to the right to see things like technology, its ANNOYING that when you change the race to compare against, the scrolling goes straight back to the left.... IMO it would be much easier if the same columns would be shown after the change, to allow you to easily compare them between races. - bug: selecting the population bars will always show the opponents as having 0m Citize
On the foreign policy (FP) Report screen, the right arrow (next race) next to the "speak to" button does not work correctly if you look at the order of the opponents tabs on this screen. Instead of moving right, it moves left, and eventually gets stuck at the leftmost race, instead of wrapping around. The left button works correctly, as do both these buttons on the FP Relations and FP Treaties screens. Also, while you have the FP screen open at any tab, moving the mouse to t
a few more minor Tech tree errors in addition to what's mentioned in #143 - Plasma WeaSpons III; has an extra "s" - Miniaturization is only spelled correctly once (with enhanced), and is missing an A for all others (5 times) - 2 x Expert Logistics
minor items, still human-specific text in: - the colonization event with the weird octopus-like beings still mentions that they are 5 average human lengths... the "human" could be replaced by the player race, even if that would mean that for each race the octopi would have a different length. I think I saw this posted somewhere before, but can no longer find it. - the election preview still mentions that based on the various government types "Earth's colonies" be
I had an CTD with invalid call in the following circumstances. - my screensaver had just kicked in - I noticed this, moved the mouse to refresh the screen - this resulted in a CTD with "Invalid call"