I've noticed that the ship designer can be a bit "Fluky"; at times. There have been a few instances now where I'll create a design and add it to my queue only to find it not there later on. It may still be in the queue; but it's no where to be seen and can't be added again. I think this only happens when I utilize the ship designer from within the Shipyard. Perhaps it's meant to be that way... In addition, I noticed that I can "Obsolete
Stohrm
Okay. New Idea; or an improvement on the original. So, let's say, we have the hull of the Colonizer left in orbit. I do agree that returning it rather than using it for something else would be a waste of time. Thus, I suggest that we move it to the location of where we wish to place our upcoming ship yard and allow it to serve as the core for that structure. Returning to the modules: Yes, ones that serve as preliminary (and temporary) factori
Glad to see so many responses so soon and most of them favorable; except (of course) for the "it's just a game"er. On the one hand I'm told that it represents a "Fleet" of ships; I guess that's kind of like Battle Star Galactica. Hmmm. But on the other hand I'm told that "Fleet" doesn't have the means to support itself without scrapping ALL the ships. They must've been built by politicians; after all their jobs are "just a game" too. But I won
I've been watching and waiting and I've finally started playing the game now. So, I guess you might consider these my first impressions. I love the graphics of the first colonization of a planet; but it saddens me that what I see isn't actually what happens. In the vid the modules eject from the ship and make their way to the surface of the planet. That would imply to me that the core of the ship remains; but that's not the case. Is it?
I seriously doubt that I can answer any of your questions; at least not as they were posed. 1. "Traditionally", I have yet to find a Diplomatic AI that I liked; as I have yet to be able to truly converse with any of them. 2. I have yet to actually keep track of the exact number of turns. I tend to get so far and then start over; as things become over whelming. Which turn that happens on depends on which strategy I attempted and how thi
Thanks, that does explain it; and I have noticed many an icon mismatch.
[quote who="DARCA1213" reply="1" id="3458243"] Colonists shouldn't be on a colony ship while in orbit at all.[/quote] There not. That's how I figured out how many were on the ship, because the planet's population went up that much.
This may already have been reported; as there are simply way too many posts for me to review. Anyway, the information screen on the right (Colonies, Ships, Starbases, Coming soon, and Coming soon) shows earth as having 4.7(b) people. While, in fact, it has 14.8 (according to the information window that appears in the bottom left corner when you click on the planet {for more detail}). Que pasa? Dudes. SK
Okay, so I've started a brand new game and there sits my colony ship; but just how many colonists are on board? The only way to find out is to orbit my homeworld and indeed there seems to be 2.50b (in spite of the fact that it looks as if it should be able to carry 5.00b). But my question is: how do I see how many colonists are on any given ship? I prefer to start my colonies with 1.00b and then move more later
It will still be important; as it takes up less movement points to orbit a planet and then leave it continuing on in the same direction (or turning if desired) rather than skirting the planet. I'd like to see this as a feature with all planets, even one's you don't own. Ships should still be able to orbit a planet whether it is owned or not. However, leaving without being able to set your direction would negate the feasibility an
There used to be an option to set the direction your ship(s) went when leaving a planet. I have yet to find it, but definitely want to see it back. SK
In the game I am currently playing, my home world has the capital and the spaceport placed on special tiles. In addition, the icons seem to be incorrect; in fact, the icons are often mismatched. Anyway, I would hope that the computer would start you off with an optimal configuration rather than simply wasting specials.
I haven't read every single post in this thread, but I have often wished that GC was more like Outpost when it comes to research (and production). In outpost you built research facilities and each facility chose what to research. Each Factory also chose what to produce. Of course, in Outpost you didn't have 2.5 billion colonists on one ship...
I still don't understand why they continue to put the planets (and other solar effects such as asteroid belts) on the main screen. It would be much cooler if they showed the star system and you flew into it. You use impulse drives within a solar system and Hyper-drives (or whatever) between solar systems. Think of all the cool things you could do within a solar system... Although, I suspect that's a little too complex for the average gamer. That's pro
The computer needs to understand that flying between the sun and a nearby planet should be possible (if you have sufficient movement points). Expending 4 movement points for something that should only take two is frustrating: I'd insert a picture, but that requires a URL...
While the randomness of the specials (such as natural wonders, etc.) make a certain amount of sense; the randomness of the tile locations do not! Granted, I realize it's not really all that important; but it gets to me when an ocean tile says "grassland" in the description. Also, while I do understand that the randomness of the tile locations make for a different placement strategy: the truth is that the planets are what they are and that shouldn't change.
I know it's not really designed to be fun yet, but - except for all the stuff I haven't figured out yet - my first look was rather enjoyable: the first anomaly I came across turned into a working usable ship. However, I simply don't understand why the user interface was changed so dramatically. In one instance, I clicked on a production item and an in your face picture of it popped up; but neither clicking on the pic
On a more positive note, though: the good news is I am no longer waiting in anticipation for the release of the Alpha. Heck, I no longer care if the game ever comes out at all. I might as well go back to playing Masters of Orion; after all, that is what this game is turning into... MOO III sucked too, come to think of it.
I'M beginning to regret buying into the Alpha; as it sounds like this is not going to be the game I was wishing to see come to fruition. I prefer options, but I see that the developers are doing things in a way other than I was hoping (whether I/we like it or not). They already have my money; what do they care what I want (now). A limited tech tree? Sure, treat us like children (or worse yet, teenag
Personally, I'd like to see research conducted the way it was done in Sierra's "Outpost" game -- where each research facility had the option of choosing what it was researching. That is, for the sandbox version of the game. Odds are, if the campaign is like it was in Gal Civ II, I won't be playing the campaign. However, with the campaign in mind, then there should be certain things you have to research and thus those things should already be rese
[quote who="torsion" reply="6" id="3420654"] I would like to see the shipbuilding have design objectives rather than manually clicking and adding each component. ... If you get Miniaturization IV, it doesn't have to ask you what to do with the rest of the space, it's already in the design specs.[/quote] This managed to get me thinking and it would be great if we could design our own modules (in addition to entire ships). Allow u
It sounds a lot like TSR's "Star Frontiers" board game (had TSR remained in business and taken Star Frontiers... But they didn't do either...). SK
I've said this before (in various other posts) and I will continue to say it until such time as I see it finally being implemented: I would very much like to see a diplomacy system that utilizes the "Aliza" concept (developed a long time back by Creative Computing and whichever university from which they emerged). For those of you who have never toyed with one, an Eliza program does it's very best to respond to whatever you type. it searches for various ke
When I first read "Population Management" I came here halfway expecting something a little different. Not that I am in any disagreement; but what I was curious about was whether there would be an ability to set up automatic immigration flights (or whatever one might call them). You see, in GC2, I would use Colony ships to transport people off planets with greater population counts to newly colonized planets (which seemed to be the thing to do--especially with plan
[quote who="tid242" reply="30" id="3416884"] Quoting Seilore, reply 4 Stop being so critical about what is "real" and what is not. It's a game, get over it. Whether it's green/purple stars or sound you could also argue light/warp speed. There are many things that are not possible as currently known, are any of these game breaking, no as if they were, I hope your not science fiction fans of Star Trek, Star Wars, Stargate, or most other sci-fy movies.