The colony ships are like flying cities Cari, after following this thread after your comment, perhaps it would be better to call colony ships "flying proto cities", the idea being that the equipment to set up a city's infrastructure is there, but needs a planet on which to be established? Also, the idea of t
Lucky_Jack
Sorry, but I built one in Beta 1 before I had the tech for the more advanced equipment to accomplish the same thing. This creates an advantage to the race that can build it first that can't be countered. I forsee this as a game balancing problem by the time the developers get to Beta level 4. It also shows the need to have restrictions on what equipment can be combined together on which hulls, which should be designed and coded much earlier than Beta level 4.
Star gates must be built at both the origin and the destination of a course between two points of travel. This, and their size, makes them expensive to build and maintain and contributes to their inefficiency. The reason hyperdrive made star gates obsolete is that it allows one to get to places in the galaxy that are not serviced by star gates at less expense (the hardware is smaller than the ship, goes with the ship, and is much simpler and easier to maintain).
If you are thinking of the number of sectors (4*4 in the tiny galaxy and 5*5 in the "small" galacy), don't forget that GC1 has medium, large, huge, and gigantic (27*27?) galacies. IMO, it would be a vast departure in Stardock policy to offer a GC game without the larger galaxies. Perhaps we will see larger galacies in Beta 2 or 3. (I hope in Beta 2.)
One thing I have noticed is that it is possible to build a super strong, fast, long ranged attack ship simply because you can put one heck of a lot on the cargo frame. Is this just an artifact of the beta 1 level, or has some thought been given to restricting what (or how much) of any one class of improvement can be put on a particular hull class (cargo, tiny, small, medium, ...)? IMO, some way of preventing someone (human or AI player) from building a supe
That sounds more like artificial planets (for which there is a tech) than star bases. (There is also a tech for artificial satalites --- moons --- but in GC1 and GC/OS2 neither of these techs gave you anything except a path to another tech.)
Star bases are dependent on supplies just as much as ships. If they can't get food, they starve. If they can't get atmosphere (each to its own race's needs) they sufficate. And again, how does this balance against the fun factor? It seems like such a small detail that can get overinvolved and interfer with the game play.
I saw the same thing, then when I went back and looked the next turn, then it had dropped.
Until supplies run out, someone distroys their ship, someone captures them, etc. etc. etc.... Or even rescued. Hhhmmm. Makes for an interesting side item. Race xxx looses its last planet but the government manages to escape in a colony ship (rather far fetched, so the odds in the game that this would happen would have to be high), they get rescued by another race, start a government in exile, .... hhhmmm. similar events have happened in our real world. *$64
Thanks, Cari. I had not seen the behavior you described as yet. Maybe I just was doing it wrong. I will try again.
But that brings up another issues. Should a species that loses its last planet, but has loaded troop transports or colony ships truly be dead? I think that would depend on whether they could be considered captured, surrendered, or just drifting in space without anyplace to resupply resources for survival. In all of th
Cari seems to think the words are in Latin (as in the language of the Romans, 2000 years ago, or as still used in some Roman Catholic Churches today). Is there anyone here that knows enough Latin to make out what the words are and translate them to English?
Magus, If I read you correctly you are saying that the staged betas being done by Stardock, while atypical of what other game producers would call it, is truly a beta test. Good code is built like a pyramid. The foundation has to be sound before the next level can be expected to be placed upon it without failing. This truism leads to the idea of staging the design, coding, and testing of a product. It is not what features are available in any one stage that
Colony ships are not productive cities until they have located resources to exploit (a planet), so there is no revenue to tax.
... but the GalCiv2 design, as far as it is known yet, seems to focus on other aspects. Don't forget, there are many other features coming in later beta levels. Stardock is using a beta technique called "staging" that allows concentration on changes to or additions of a few new features or techniques at a time. Since
I am a lowly beta tester and consumer, not a Stardock employee, but I will try to help as I can. They have undoubtedly gone home for the day, but you never know when one may be lurking here. Since your ID shows you as a member for only two days may I ask a few questions: 1). Have you read about and installed SmartException (Called SE by many of us)? See https://www.galciv2.com/Forums.aspx?ForumID=274&AID=72056 2). Located and scanned
Cari, Excel spreadsheet for the GC1 beta? Where? I must have missed it.
Beta 1 has only a few of the features. Other features will come with later Beta stages. The autoexplore feature in GC1 was so popular that I can't imagine GC2 not having something very much like it (perhaps better in some way).
Does anyone know?
While you are working on the tech research window, would it be possible to make the mouse wheel work in the tech listing area the same way it does in the scroll bar area? I know this would be inappropriate in other ways, but with what little we know of what is planned it just seems so right for this one spot.
I am playing a game as Altarians. Putting a ship on any status, even autopilot, produces text below the ship on the main map that is only just barely visible (zoom in on the map). This appears to be a color selection problem. The color selected for the text is so dark it barely shows.
Well, you have just exhausted my knowledge of the problem. I guess you will have to wait until tomorrow morning (GMT - 4) for the Stardock people to see your e-mail.
Be sure to look in the debug file and verify that the date and version of the driver used is the same as what you installed. Some driver install instructions can be a little on the short side of comprehensible, so you have to check to make sure it went on correctly. The debug file is a really nice verification tool for this. So far, everyone I have seen mentioning this particular symptom has found something with either the level of display driver or the leve
Do you have SmartException installed and running? Did you look at the Debug.err file in the GalCiv2 directory? Is this the first time you have tried to start the game? Take a look at the followning links and see if they help. If not, post back here and someone will try to help again. https://www.galciv2.com/Forums.aspx?ForumID=274&AID=72056 https://www.galciv2.com/Forums.aspx?ForumID=274&AID=69926 BTW, your description (although
Jervis, I agree with you about some sort of an active bug list, and I have made attempts here myself to make it easier to reduce the number of duplicate reports they have to sift through in their e-mail, but you are correct. It is their call. And they have consistantly stated that they are able to handle duplicate reports without problem, and have consistantly shown they do indeed do so with great aplomb and good cheer. One thing to think about: