Tiokon

Tiokon

Joined Member # 3743536
2 Posts 9 Replies 234 Reputation

It was weird stuff. The button at Stardock originally said it was for 2.20. I then cleared all GC2 files off my computer before DL'ing it. I installed what it gave me. When I checked the version number of what was installed it was 2.04. Indeed the file I DL'ed was titled 2.04. My fault for not checking the version number sooner but what it gave me was the wrong file. I only started playing a day or two ago but DL'ed that file the moment I

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I had gone to the Stardock site to DL the new GC2 game version two days ago when I got an email from Stardock about it. I found the button that listed 2.20 to confirm it was there. Then I deleted my current 2.04 version and downloaded. After playing for two days I saw someone had confusion about what version number should be showing. To my shock I found I was playing the 2.04 version and the 2.20 wasn't anywhere on my computer! I went back to the Stardock s

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That's true whismerhill but not on a planetary scale. GC also doesn't have marriage contracts. I'm sure the Drengin would have no problem giving away people except that they intend to own everyone and everything themselves! The larger issue for GC is purely related to game balance. The AI will trade itself out of the game if allowed to.

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I'm actually all for planet trading to be blocked entirely. If uninhabited planets were tradeable that would be realistic but not when the planets are habitated. I hate seeing the list of all opponenet planets as well. I only brought up the war reparations so all angles had been considered. Who in their right mind gives away planets?...not anyone trying to win...the millions of people on the planet certainly object!...the only circumstance that it even makes se

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In peace time the blocking of selling planets with citizens on it makes good sense (or else the price raised tremendously). Surrendering planets as part of a war reparations agreement should probably still be allowed though.

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I've also noticed a marked difference in the viability of the Korath, Drengin, and Yor. They are legit opponents now! Even the Arceans expand more than they used to. Having the major powers actually all be major powers can alter the dynamics of the game considerably, especially if you start poorly. Outstanding job guys!

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SilasOfBorg, cool on the generic defenses. I wasn't sure if it was as intended since the upgrades listed for Starbase Militarization aren't present. Currently that tech gives a generic defense bonus but not the upgrades listed for it. That makes it meaningless as a starbase tech and maybe should have it's name changed since any form of starbase defense only appears to come from the defense lines now (assuming those listed upgrades are really avilable). The

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I should amend "not seeing a starbase defense upgrade anywhere in the Yor tech tree" to "not seeing a defense upgrade that defends against all three weapon types." I see what looks like single weapon type defense upgrades half way up the defense trees but nothing that performs basic defense any time before that. Perhaps the overall defense upgrades I'm remembering were from a particular mod? I've played all the main ones and might be blending the memories together.</

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SilasOfBorg, this was using CU 5.7.2 WC with all AI's set to Tough and map settings using the old formula for what helped the AI's to all expand best. Only one AI had produced heavy fighters out of seven I was in contact with. Two were still working on getting weapons. The other four were purely using the core templates. Three of those had no weapons on them (I'm guessing because they learned a weapon type that wasn't native to that template). E

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What's the deal with the premade combat ship templates? (Defender is the name of one of them). They all list components that aren't actually on the ship (and there wouldn't be room for them. This isn't a problem for a human player. They can avoid using those templates. The AI uses them though. I'm about 20 months into a game and all the AI's have made fleets using those templates. Most of the AI's have no weapons

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I have screen shots of the errant expense info (showing 33 when it should read 56 and research bonuses are only 15%). Unfortunately I don't know how to post them here. Insert/edit image wants a URL. Is there some place to upload the files? I realize the update is already feature locked but knowing it's quirks is still a good thing.

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The "Expenses" listed inside the Economy tab in the Finance Management window don't appear to be working properly with the Community update. While the info updates properly once in a while it usually is far off base now. The wasn't broken previous to the Community Update. Is this something that can be fixed or is there a way i could have caused this while adding the Community Update? PS I didn't check all of this thread to see if this

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I have some feedback for you relating to the Thalan drop off mid game. They always seem to start well but following their initial expansion era they throw all their resources into making constructor ships. They use those constructor ships to make dozens of starbase husks, mostly influence and economic but a few military thrown in too. Unfortunately they never upgrade any of these starting husks. They will have thirty husks sitting around their space draining their economy fr

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Thanks for clearing up the research summary bug confusion! Subject change: I always hate to hear about Race specific GA's, such as what you are doing now with the Yor morale building for one specific reason. If more than one race uses that same tech tree one of them will be crippled when the other one puts in the GA, forever blocking them from getting a GA their race was built to get. That is a real downside already with playing Thalan based tech if the

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Gaunathor research bonus squares appear to be bugged. If the research facility placed on them adds research AND adds research by percentage the square's multiplier is reading the research by percentage and adding that number as extra research in addition to adding percentage bonus to the planet as a whole. Example1: Tech Capital gives +16 research and +100% to research for the planet. If the Tech Capital is placed on a +100% to research square the Tech C

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Off subject but I'd like to know if you and the other major mod makers are going to be heavily involved with the making of GC3. GC2 TA was horrid without your mods to fix the utterly broken AI. It was like playing a 4x with only one side. Stardock was going through a bad time between their incomplete work on GC2 TA and Elemental, basically making both purely to sucker folks out of cash for broken games. They've made amends since with their work on fixing Elemental

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I'm trying to determine what triggers the bug. I ran into the bug after waiting six months into the game but have not been able to recreate it at the start of a game so it's difficult to quickly recreate. I'm using the Yor tech with Super Hive ability so the costs are different but appear to be in line (Collective 1 is about 50% more expensive than Basic Collective). I know the exact cost of each structure and the auto upgrade wa

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Maybe this is already known but I ran into some weirdness with upgrades. Upon gaining Collective 1 technology my Basic Collectives began upgrading as expected. However their cost for the upgrade was over triple the cost of just building a new collective. --The new Collective 1's can be built for the same industrial output as the Basic Collectives before them. --The current Basic collectives with the high upgrade price can also be demolished manually and Collecti

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Are you still working on upgrades to your mod MarvinKosh? I had thought you had stopped a while back. That would mean all four of the major public mod saviors have been active recently. I suspect this might be in part because this is a very good and cooperative mod community worth being a part of and partly because no other 4x space game has come out that is even close to the level a properly mod fixed GC2 is at. Some of the newer games are colorful but they just fall short on long term subst

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Thanks for the quick response Gaunathor. I know you've tried all sorts of work a rounds to get past hard code oversights. Thanks for the reminder about saving and loading a game to get minors working as intended. I was looking through some tech trees and noticed Stellar Cartography is located past an expensive tech in the Yor tech tree. It only costs 20 but can't be researched until a 187 tech is researched first. This effectively puts it out of reach for quite some ti

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EDIT: LOL I just saw that the post right in front of this replies to the morale+food idea. It still seems like it might be worth pursuing considering how much trouble population growth and morale causes the AI. I'm late to this conversation but I've read the thread. I've played and "lurked" on and off for years so I'm not new to the game. I'm just about to try version 7 and thank you for making it. Before I go play I&#39

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Perhaps these things have all been reported but I don't know of a forum specifically for Legendary Heroes. Redirect me there if such a place exists. 1) Three premade Sovereigns only use five points for magic/abilities (the other seven use all six points). Verga, Procipinee, and Irane are the three that are short. If there isn't another skill that easily fits their history then perhaps just make one of their magics disciple level to get them to six p

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