Do you know what is the current state of the accounting? My understanding is that there has been one attempt to fix the bug already, and I have no idea whether it worked or not. If you're sure your solution is both correct (it does look correct to me) and currently unimplemented, you should probably try to communicate this to CodeCritter directly. The developers don't have much time to read forum posts; email, IRC, or maybe a forum PM are more reliable methods of communication.
Dog of Justice
Due to the autopilot bug I've had some very long single turns that have occurred over multiple sessions. The autopilot has multiple weaknesses; precisely what are you referring to when you say the "autopilot bug" here? I asked Cari last Friday about fully rewriting the autopilot code to be truly awesome and exploit planets, etc., and it looks like nothing like that is going to happen until maybe GC3. But I assume you are talking about a more re
My point is how could something that has not changed in the slightest bring down such a hue and cry about how this bug makes them not want to play the game anymore. *Nothing* has changed except peoples perceptions. My point was just that, as irrational as it may be, real customers make different decisions just because of this change in perception. The point is you played at tough and won against tough wi
This is an interesting case. I agree that the impact of the bug is really just psychological -- it increases the difficulty by only a small fraction of a level. You're not quite getting my point. It doesn't *increase* the difficulty by even the most miniscule amount. This bug has *always* been present, nothing has changed in any way. The only thing that's changed is that now people know about the bug and before they didn't.
A suggestion for Frogboy, if I may. Instead of starting threads like "What would you like..." why not something like "Suggest changes for balancing races/alignments/abilities/etc", choose 2 or 3 veteran players, let them use the thread to come to a consensus on stuff that can be easily fixed, and then implement those changes in the game? Involves the community in the process, speeds up fixes, saves engineering hours, the whole deal. Get someone they can trust
I really don't understand how folks can say this bug really hurts them or it makes the game unplayable or they have to change their style of play because of it. I mean the game is no different than it was before. The only thing that's different is your preception of the game. In other words you can play the game exactly as you always have with no significant difference as long as you don't worry yourself into a tizzy over something that has existed throug
888 planets gives you enough starports to construct a 3M-A in one turn with room to spare, lol. Yeah, you'll easily break a million if you want to.
Yeah, I'm a big fan of the Positronic Torp II as well. Though I've only played smaller map sizes so far, so all the real fighting has already been done by Psyonic Beams before I finish the ~65k research to get PT2...
Grats DoJ, I hope to fight you for the top spot when I return. Of course, given the current scoring exploit, and the number of games I've submitted, it might not be possible. As long as everyone is having fun out there. Edit - *poofs* Actually, since my first game was submitted on April 15th and just decayed, you're back in first. And you'll probably stay there for a while since I need to catch up on a lot of things I was procrastin
The solution is already known: next GalCiv game will not have Metaverse. Did Brad say this at some point?
Would you mind if I include "your" glitch in my error report to Stardock? Sure, that's fine.
Okay, I guess I'm responsible for getting this party started. Our autopilot algorithm needs to return two pieces of information, a flight path (since the game needs to draw it) and a travel time. The inputs it needs are the explored area of the map, the speed of the ship, the number of movement points it has left during the current turn, the starting point, and the destination. For the purposes of this computation, there are six different types of map squar
When I used the all-labs strategy, the Tech Capital did NOT increase my focused production, even though according to this model it should. Can you check this?
I guess on higher dif levels I'd have to go factory strat which is great for spitting out tons of ships but I never seem to have the huge edge on techs with it, just keep even mostly and I love the power of having one ship wipe out fleets of the enemy with the research strat. The way to pull ahead on research with the factory strat is to build and equip lots of economic starbases ASAP. +384% to production and research... yum...
However, it has been answered elsewhere that the 250 co-mod was an actual design choice by Brad for 1.6, not a bug or an unintended consequence. I'll throw in the comment that, because you can now use more than one colony module on a ship, I think the new design is much better than the old one. Even on turn 1, you can design and build a "super-size" colony ship with 3 colony modules which carries MORE population than any old colony ship could.
I also agree this is a large source of cheese but I also would suggest that the effect of this is by no means infinite. Due to the division by the square of the number of turns this cannot be used to get any arbitrarily large score simply by hitting end turn enough times. If you have enough patience then you will find that you do reach diminishing returns. That's not to say you can't score substanstially more points doing this than by not doing it.
15 speed for a TRANSPORT is remarkable. You're blowing an awful lot of money into that transport that's going to just go away first thing you invade. Good point, I rarely build transports of that speed either for that exact reason. I guess I was really replying to CornhuskerMac's comment about his ships of all types topping out at speed 13.
NICE. I'll be very curious to see how responsive my computer will be with that new beta when I load my most recent endgame save with ~10000 ships.
I'm a bit confused by the comments about 15 speed being so remarkable in Dark Avatar. Yes, it usually takes quite a while to research the necessary tech, but I don't have a problem fielding speed 21-30 ships in the late game (1 base speed + 16 from 4 Hyperwarp engines + 3 from knowing Hyperwarp + 1 from Gravity Accelerators = 21, replace the 4 Hyperwarp engines with 5 Hyperwarp IIIs for 30 speed).
Wow, the last time an eploit was posted the fellow had his scores ripped down, and/or his Metaverse account closed. I really do not care if my current Metaverse scores stand; I'll be the first to admit that they overrepresent my skill level. I care more about improving everyone's future gam
One of the more annoying flaws in the game is the weakness of the game's autopilot feature. Your ship gets where it wants to go, eventually, but often wastes a lot of movement in the process. This isn't merely an inconvenience for the player, it also hurts the AI because the AI relies on the autopilot feature. So, my guess is that improving autopilot is one of the few "bugfixes" that a clear majority of players would prefer over new features. But the other thing about autopilot is th
Thanks, AlexAtticus. The good news is that I've pretty much nailed down the secrets to getting high scores. The bad news is that there's one really dumb secret that completely dominates everything else, so really, the scoring system should be fixed -- see my post "Military scoring is a bit out of whack" . I find it odd that nobody has replied to it yet. In the meantime, while we have made it to #1 thanks to stren
Cost of colony ship in early game: 70-125. Cost of 8 empty tiny hulls: 200. I don't see why it isn't just better to build colony ships.
I have a feeling that part of the "off-type defense bug" amounts to unintended consequences of weapons firing separately. Can someone outline exactly how it's supposed to work now, so I can crunch the numbers and determine whether it might be the weapons-firing-separately design that's flawed? In the meantime, I'll add my observation that, playing as Krynn in my last 1.6 beta 2 game, all AI opponents were using primarily mass driver weapons so I relied on armor defenses, but the
I have played only Small and Medium maps so far, 1.6 Betas 1 and 2. If I'm fortunate enough to get another planet within two squares of my homeworld, I will always take the opportunity to move lots of population to it because it takes zero ship movement! (Just manipulate the launch direction of your colony ships.) But otherwise I haven't really done it in the early game. I just installed 1.6 Beta 3 yesterday, and that may change things since Colony modules have changed significantly.