Bloody hell, I have never had a forum with this many lower-grade Autistic brothers in it, You're kidding me... autism? On a forum for a computer game? Next to academia and the local chess club, this is THE plce to look for any and all sorts of social disfunction. I recall a story on the radio about how folks with Asperger's Syndrome are increasingly taki
General Pants
UNLUCKY FOOLS! There is a sailor's superstition about renaming ships... you don't do it. I don't know how far this extends... the Germans and Russians don't seem to care too much (not that either has spent much time on naval power, historically). I do wonder sometimes what counts as renaming... the submarine Corpus Christi was "renamed" "City of Corpus Christi," which is really more of a
You know, some planets (like Jupiter), the moon is more habitable than the planet is. Yeah, but in that case you would have to set up a colony , not a "mining base." Habitable is great for colonies, but it comes with significant costs and complications that asteroids don't have: gravity, weather, wildlife, magnetic fields, laws, conservationists, taxes, etc. If you want to colonize major moons, ask for that as a separate request. <img
They already provide a free 10% production bonus (same for rings, but research), FYI. Yeah, I know. I just thought it might be fun, since they are in the game already anyway. You could drop the inherent bonus, and make people build a base in the rings or on the moon to get the bonus. Like I said, maybe for GC3... [...]
I happen to have distorted vision, where I have "visual snow" all of the time. I am all for genetic engineering if it prevents dawns syndrome, etc. Anything to keep people out of Hell. Some people live in it every day. I am 100% for genetic engineering for perfect health. Dude, that sucks! I am terribly sorry for the hand that genetics has dealt you! I think the reason most people are concerned is because there isn't a clear line between "debil
It would be kind of cool if you could mine moons (and maybe planetary rings) like you mine asteroids. Maybe they could be some kind of "junior colony" or "mega asteroid" with a few more options (maybe the ability to generate research points). Might be fun...
Peace pays!
Transports: Named after famous soldiers, or "Heinlein" in honor of Starship Troopers. My first transport class was the Roger Young. The description read "shines the name..."
I have a rather complex system: CLASSIFICATION: - TUGS: Cargo-hulled ships are "tugs", in homage to StarFleet Battles. - SCOUTS: Any ship designed to "see," often called "sensor ships" or "eyes" by others. Again, homage to SFB, but it makes sense... there is no real "physical scouting" in space, you just get close enough to use your sensors. As technology gets better, you stop having to move around as much to make this work. - FIGHTERS: I am not fond of having "fighters," be
Wow, I have the same problem. My wife complains of "obsessive behavior." Maybe like checking the forums during work? Solution we are trying: schedule time for GC2:DA during the week (not on weekends, I am told), in the evening, after the kids are in bed. Strict time limit of 2-3 hours. Get used to saving games, and be patient. For me, it is that, or uninstall the game. Good lu
Another issue: 'Starport Full' and minor races. In the game I'm playing now, the LentzLandians clogged their starport with freighters; [...] Also, on a related note, minor races seem to fill their starport a lot and then stop building ships. Maybe they should scrap older junk heaps to make room for new ships (or, if they're the same size, upgrade them). VERY much agree... on reviewing my debug.err files, it seems like
Allow custom races to pick the Super trait of their choice Actually, you can do this now. At least, if you are PLAYING a custom race...
First, let me reiterate that DA rocks... obviously I love it, or I wouldn't find bugs all the time. Been getting weirdness in the Ship Design screen: often the tooltip popup that pops up when I scroll over the icon for a system installed on my ship, it gives different stats than the list of available systems on the left (which are, AFAIK, correct). Once I even managed to SAVE a ship that had systems that didn't ass up. It was a cargo hull with three Warp IIs and five life supports or so
Major requests (rather the small ones earlier): * a "skip intro cinematic" option; (ok, that was minor, but I forgot it in my other post) * new super-abilities available for custom races would be fun; * a new type of small starbase called a "listening post": - cheaper; - wouldn't count against limit per sector; - would not increase ship range; - would not count against logistics limit;
A few small ideas that won't require much testing: GAME SET UP: * Allow certain races to be excluded from selection under the "random opponents" option; * Allow deletion of player created races . DIPLOMACY SCREEN: * Make it so that when you double-click on the money or influence sliders , they automatically slide until the text "goes green" or they max/ min out; UI: <b
Damn! Sorry, I deleted the game. My bad. I'll try to generate a new problem ASAP!
Ok, first off, most people will probably hate me: I tend to play as a "Technology Broker," a Super Diplomat + Technologist. I try to get Research treaties from as many players as possible, especially minor races. I build up good techs and good allies, then trade techs for $$ with my allies. I can win a "tough" game with this sort of start. I am very happy with how much harder tech trading is in DA 1.5X... it used to be way too easy. My concern is that the AI is not saavy on multiple tra
In my limited experience with DA 1.5X, tech trading/ selling is MUCH more difficult, especially with unfriendly AI players. Generally, you can't get militarily significant technologies without paying serious money and several techs. As your diplomacy skills improve, though, you can lower the threshholds. As a super-diplomat with +50 or more diplomacy, I find that trading with neutral-, friendly-, or allied powers is similar to previous versions of GC2.
I'll take back what I said in the last post about the unexplored sector effect being random. It is actually the last three columns of sector squares on the right side of the screen. Once ships cross that line, they lose their sensor halo and do not uncover the unexplored "shroud" that covers the square. They do however continue to uncover planets, resources, stars and anomolies as they pass near them. And ships, too, at least in my version of the proble
This one is pretty fun: Top two rows of sectors have permanent "fog of war" effect... actually, it is the "unexplored" shade of grey, not the "FOW." Also, at this point in the game, the program has trashed ALL of my stored ship designs. It still lists two planets as producing designs, but the popup (on the civilization manager) and the shipyard screen both list NO designs! Could it be that the "garbage collection" routine is sweeping out designs that are still in use?<
Ever since GC2, I've noticed that the influence zones are always smaller upon loading a saved game than they were before I quit. Usually within a few turns they work back to normal. Wierd, huh? Jon
My game crashes on loading... Here's the debug.err Debug Message: Version v1.50X2 Dark Avatar last updated on: Tue Mar 6 17:59:51 2007 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 3/7/2007, 19:31:08 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: JON Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) La
DA really rocks. Hard! I love it. Sorry if this duplicates anything previously posted... the bug reports are a bit of a jungle. 1) The function that focuses the UI on the ship/fleet/planet/battle being discussed, for example when prompting for new orders after a ship reaches its autopilot destination is not working for me. I don't recall exactly which options I have selected, but they are the same ones I had in GC2, and it worked then. 2) The Thalan Empire keeps unilat
_____* "fighter defense" techs that provide a bonus for attacks on short-range hulls. Sorry, it won't let me edit my post... _____* "fighter defense" techs that allow more than 1/2 of "overkill" points to be applied to the next short-range ship.
One idea I toyed with, but didn't add, was "assault carriers." You could allow a ship with troop modules and hangar modules to carry tiny-hulled "short-range" landers, which would carry 50- or 100-million-troop "mini troop modules." When you went to invade, these landers would be the ones that actually conducted the landing, and they would be the things that would disappear once the landing was over. Thus, you get to keep your expensive assault transport.