BinnisterGC2
There are 2 base models (1 tiny, 1 small) that you get when you research 'Advanced Hulls'. It's likely that you used 1 of these 2 models when designing your ship. Try researching this and see if they show up again.
This does NOT mean we've gotten to every single person's request, suggestion, comment. *bites tongue......for now*
Downloaded (3b).015 ---> .xml file still shows tech 'pricing' as normal (UT = 25, Master Trade=1200, etc). Is the discount 'at the pump', so to speak? ---> What is the deal with the xeno farming tech line STILL being (IMO) wrong ? Have you explained this *glaring* 'mistake' somewhere else and I just missed it?
Foslex, we haven't released the new build yet. You tease!! Tell us when (Ballpark.....)
+ AI will now create sub-fleets that will go after enemy starbases. I like. + Technologies 20% cheaper by default (use technology rate to adjust this). Ok, just to be sure, 'Universal Translator' will now cost 20rp (down from 25rp), while 'Master Trade' will now be 960rp (from 1200)? + AI wont' "help" you by giving you starbases to fight wars. + AI is much less likely to trade away min
The AI is nice enough to declare war and then move his forces towards you at a casual pace giving you more than enough time to build a fleet and counterattack It would make such a huge difference if the AI were to 'declare War' internally & then inform you about it after they attack their first starba
Speed and sensors let you fight on your own terms I agree completely with this statement. Which is why I'd like to see the AI utilize these better. I LIVE for the day where the AI progresses to the point where he won't blindly move into my attack range, but sit just outside my range (in a sort of stalemate). SUDDENLY, on
Why should the attacker shoot first? Ship/Fleet micro-jumps into range first? Regardless of 'why' the Attacker get the advantage, I think it is fitting. Like it or not, the game is not a tactical simulation. The ONLY way that I think Stardock would change this dynamic is if they
One-sided combat kills the fun! Having both fleets fire at the same time would restore ship combat balance. I disagree. Rather than 'fix' the system (which, although simple, is fitting in this type of TBS game), fix how the AI conducts battles (i.e. increase speed of ships, create sen
Tech research slightly faster at default tech rate What, exactly, does this mean? Have all the research levels been reduced? (ie. Universal Translator requires 25 research/beakers....is it 20 now?) (Guess I'll find out when I finish downloading it...duh)
Updating to Beta3 as we speak (Stardock Central)
and we started comparing ships Is that young men are call it now, these days? "Ships?"
ben: Thanks...just tested it in beta2 and you are absolutely correct. (still wonders about why tototot is so excited about Spin Control moving to 'Majesty')
Tototot: I'll be honest and say I've not spent a lot of time in the 'Diplomacy-for-the-win!' side of GC2 (perfering the 'Tech-till-you-drop' route), but is this really a big deal? Hmm... another quesiton: If you have a 10hp 1AT 1DF ship in orbit of a planet with 'Spin Control' AND you have a Battlestation with assist modules, would the AI (prior to Beta 3) make conclusions based upon your 'assisted' strength, or
That is an impressive list! Love the new ablity of the AI to assess where ship 'strength' is coming from. Great that you're putting Neutral Learning Centers ..... What's the deal with Intensive/Advanced Farming both providing 8 mt/wk? I know that this is a simple XML fix, so what's keeping you from fixing it?
Impressive! One question: Is the 'USS Defiant' part of the model, or is it part of the new features of 1.1?
Seen the 'Upgrade Bug' (and exploited it). Haven't seen the 'Invasion Bug' (EDIT: Also using the Beta2 version)
Re: Starbases effecting/attacking ships in local area. I totally disagree that Starbases should initiate attacks on ships in its relm of influence (including those squares that are directly adjacent). However, I do agree that Military SB's should have some more effect on enemy ships. True, there is the 'Interdiction Beam' (Enemy Ship Speed: -1), but it is a little too far up the Tech Tree (HyperWarp) to be effective. Ideally, I'd like to see a 2nd Component (perhaps av
actualy 1 square doesnt = a parsec. 1 parsec is one of the squares on the mini map. From the manual: The galaxy is composed of a number of sectors determined by the size you chose on the Galaxy Setup screen. Each sector is divided into a 15x15 grid of parsecs. A parsec may conta
1 square = parsec = 3.26 Light Years Starbase size Is it 'realistic' to be able to shoot at ships 3.26 light years away?
Ship Design Manager: - accessable from the main menu, this would allow you to choose from a library of different (previously made) custom ship designs, create 'groups' of custom ships, and choose what 'group' you'd like to use for your next game.
When the Drengin blow up a starbase or an AI surrenders (it blows up ALL their starbases), its a vulture-fest for me Just a question for the Dev: * Was some thought given to having the AI surrender not only planets, but starbases, resources and Ships? * What about the idea of h
The AI uses starbases much better in 1.1 IMO. It may *use* them better, but do they know how to defend against them (in the case of forward starbases) or how to crack them (when they are on the offensive)? I've played one game on a small galaxy/5 AI/Crippling and I'm pleasantly surprised
German print magazines have been panning the game pretty universally. The worst review came in from GameStar, which is the biggest print magazine in Germany for PC game reviews. Someone better get translating Brad's rebuttle into German then (No, DON'T use those online translators. They're butchers)