Leveling up makes sense to me playing a smaller galaxy, where there will be fewer ships. Playing on immense, with a *LOT* of ships in play, I think it becomes a very minor thing. The idea that commanders (or fleet leaders, perhaps?) would be the ones who level up makes more sense at all sizes. How exactly does a ship get more hp, say, by being in more battles? The only thing that makes sense to me is that the crew gets better, so that more hps means ac
Bamdorf
There is the "squeaky wheel gets the grease" idea. There is also the concept that if you bug someone who is working on something you want finished, while they are responding to you they are not working on finishing it. For this reason, this post will self-destruct in 5 seconds... (Dang I got to yell at that programmer he said he had completed the self-destruct code.)
Implementing a time delay, which reflects the reality that communication as well as travel ought to be slow in space, is a puzzlement. But it is an idea with such merit it deserves some effort to find a way. I remember a LONG time ago there was a tabletop game in which travel by warp was initiated, and the ship(s) then could not be given orders until they appeared at the target destination X turns later. This created considerable tension in the game, to be sure. It
[quote who="DivineWrath" reply="70" id="3516959"] I don't see much point for this resistance to making starbases better defended. Like your typical fortress, a well fortified starbases is trap of sorts (for the player building them). Fleets can fly around them and they can't do much to defend your planets (and you are temped to think they are good for defense). Starbases can't directly harm fleets unless those fleets attack the starbase first. Even if you could make starbases
[quote who="Natasin" reply="3" id="3516590"] Just wanted to ask if were will have closed borders as a default setting or will it be a technology we can research. Is closed borders even possible. I've never liked the AI wandering into my territory. It should work like Civ 4-5 [/quote] If it works like Civ 4-5, then it makes the game essentially a huge landmass with very few features, not a space game. Space is very open and porous, and it is huge compared to the st
[quote who="SilentHastati" reply="3" id="3516902"] Really what needs to be addressed is the AI attempting to colonize planets inside overwhelming SOIs in the first place. [/quote] This is a serious concern because in GC2 ToA, the AI still plants colonies in ridiculous places --- at least in my experience, playing at medium difficulties and immense galaxies. The Community Update to GC2 that is just about finished does not seem to fix this, although at higher difficulty
My understanding is that ship roles will be assigned automatically by the program, so that one cannot assign an inappropriate role to a ship in hopes of some tactical advantage. (Based on a recent dev stream.) The principal problem for the player will be deciding how many of each type is a good mix.
At present if an AI colonizes Mars, it will be but a short time before Mars flips to Terrans, because Earth has a strong influence. The AI just helped out. I am not saying the current system is perfect, but I prefer a mechanic in which dumb things are punished, not prevented by arbitrary rule sets.
Question for the Live Stream: Can we expect any improvement in memory use or stability in the next release, or is this optimization going to be focused towards the final release? For me, it's not terrible at present, but I would like to know what to look for.
Ok, whilst waiting for next release, I am testing GC2 CU. Playing on Immense with 9 opponents and 8 minor races ----> it's quite a complex mess as it is. 99 opponents (100 total "players") is roughly (lol) ELEVEN times more opponents. It's not quite rational to actually PLAY a game this way...not that anybody cares (or me, for that matter). There is one thing about it that i
[quote who="hedetet" reply="15" id="3516366"] I'm not sure what this thread is about... [/quote] Well, it IS certain that there is a conspiracy, right? And it is aimed as us Earthlings!
[quote who="mbrash5" reply="2" id="3516072"] That will be awesome too. But what I'm really asking is that I can design the starter ships (either from the main menu or during game creation) so that when the game starts, the miner, survey ship, and colony ship you start with are not pulled from the generic ship set for that specific race and are instead your own designs. Thats all im asking for really [/quote] Oh, I am sorry I did not understand, my bad.
I have noticed a number of comments about the tech tree that generally address the paucity of "quantum leap" types of technology. In other words, when you research them you get a new ability of some kind that is quite significant so that the gamer feels a sense of achievement and a sense of making serious progress in the game. These comments then compare such proposed techs to the actual trees that are, in many cases, incremental. 10% this, 10% that, etc., and there is no sense of a bre
It sounds like what you really want is to be able to design ships outside of a game entirely. Then save those as templates and use them in game. There is a ship designer button on the main menu, which is currently a placeholder, so I think this will be available. In the stream they showed how all the racial pieces will be available for building.
Just my 2c. 1. People who buy early access games and then want to review them as if it was six months after release (dlc etc), shouldn't. What do I mean? Shouldn't buy them early or shouldn't review them? Yes. 2. [quote who="charon2112" reply="27" id="3515963"] Feels like GalCiv2...? You bet! If it didn't, something would be very wrong. [/quote] +1. <
A merge makes sense to me.
This is essentially what I posted - hence I am heartily in favor of something along these lines. I was thinking more about data mining, finding where my dang ships are e.g. but it is all good.
This is a suggestion that a display be available that is like the "colonies" display (which is not implemented yet). However, the title would be "systems". A "system" is a collection of planets (and perhaps starbases) that is based on a shipyard. Each planet which is connected to a shipyard is a part of the system. Starbases exerting influence over these planets/shipyard might also be included. Systems might be able to be named to help recognition (t
[quote who="Seilore" reply="8" id="3515535"] Quoting Bamdorf, reply 7 4. When might we see ship commanders in GC3 and will they gain experience? They have stated in the past dev streams this would be in a future expansion or DLC. [/quote] T
I understand what you are saying. I just want to add that I don't think that having some races somewhat worse off than others is a bad thing. Assymmetry adds flavor, color, and challenge to the game. However, the question is what does "somewhat" mean. If a race is gimped completely out of contention then that needs to be fixed. The problem is that how strong a race is can be very hard to determine, especially since a lot of the AI and balancing is &
Questions: 1. What is the plan for the ship designations (supply, escort...etc). 2. In GC2 (Still a great game) there is now a community update working (nearly finished, I think) on getting the AI to use their tech trees and build out their colonies properly in Twilight of the Arnor. What testing is being planned to check this in GC3? 3. When I am building a ship if I wish to micromanage the use of credits, I have to switch back and forth betw
I just had another random freeze, so I created a dump file while the game was still running. Unfortunately, the dump file is 2.23 gb, a little unwieldy I am thinking. Perhaps there is someway to extract the meaningful stuff and drastically reduce the size?
I am wondering if this represents some way to filter your fleet list, but I haven't figured out how. Perhaps it is YAPH or YAWIP or both. LoL.
Quoting CaptainYar, reply 17 /snip Maybe add <strong style="font-family: arial, helvetica, san
If the Drengin or whoever have disappeared from the diplomatic screen, it's reasonable to conclude that they are history. And when they reappear, as I mentioned, on the same screen many turns later, they showed no colonies, no ships, no starbases, nothing.