Yay stardock, for not destroying the mechanics.
AngleWyrm
range just drop 1 of the colony pods and put more support modules in for now thats what ship design is for This is not currently possible. Colony ships start with far more equipment than they are allowed to hold. They are not designed using the same rules that the player is required to abide by, and this IMO is a recipie for trouble. Al
It will not be sold either. Probably couldn't give it away. Not even to the garbage can. Heh, that's true here; they got some local ordinance that says you can't throw computers in the garbage. Like they're different from a stereo or a vcr?
Yes, there is a high expense for the purchase of a starport, in order to then buy another colony ship. Buying these two items (as opposed to building them) will cost so much that it is too expensive to do that every time. It could be useful in emergency situations, where there is a race to a specific important land-grab. For instance, you might need Pluto as a refueling station in order to reach Ceti-Alpha-6. Or maybe that PQ-20 planet is dangerously close to enemy territory and the race is on.
This question should be answered, so here is the answer in three parts. 1). Post #3 is at least an equal waste of space, possibly more so because it attempts to deter people from posting. 2). If the thread topic occured to me, it probably ocurred to others as well 3). A dictionary definition of the word "referral" suggests there is only one applicable use of the word in this context. Checking a dictionary (as you have not done) would not answer the question posted in this thread. Try
Underneath thread topic-starters there is a referral button. What's that about?
The icons fade and eventually drop off the bottom; there is no need to click on them if you don't want to. They are just reminders that something happened. And I would bet there's probably gonna be a checkbox to hide all reminders (or maybe subset filters) in the game options/settings screens.
Maybe an idea would be to have the tiles guild up as population rises How about something like this: Maybe the numbers thing might not be a good way to go, what do you think? I'm just wondering what happens when I have less food than people, or more buildings than people. (Or mo
Right you are; I didn't take into account the colonizer tile. As you said, it is the number of green tiles at the start of the game.
Thanks, it just seemed like a good way to look at it. As to the AI handling movement in terrain that uses variable cost squares, I offer Massive Assault as an example of the AI doing as good a job as the players. For the hp thing, I hadn't really thought about an algorithm for it. Seeing as I haven't thought of an answer to that, perhaps it would cost extra movement points to enter instead. The density of the field could then be a matter of adding
What if there's a new kind of "wreckage" anomoly, that specifically applies to combat losers. The anomoly would have a random-draw from the ships that died in THAT battle (yes it would be a dynamic draw, rather than some generic scripted draw). The result could be a boost to any tech that is higher than the player's tech, or it could be a ship that was in the battle, badly damaged but salvagable (10% hp left). All systems outside player tech wouldn't be repairable.
I also get the same effect. Debug Message: Version last updated on: Wed Apr 6 16:50:20 2005 Debug Message: *********DXDiag info follows.********* System Info Time: 4/13/2005, 00:30:03 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: ATHENA Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 1 (2600.xpsp1.020828-1920) Languages: Eng
Terrain : a modification of the number of movement points it takes to enter a given square. For instance, Nebulas could be +1 or +2 or +3 to enter, depending on their intensity (color, animation, etc). Nebulas could also offer some sort of sensor damping effect. Maybe range increase. And maybe shield failure. Depends on the nebula. Some might even be damaging. Asteroids could cause ships to take damage at speeds over (density of field). 1hp damage for going over rated spe
Agreed; purchasing a "Soil Improvement" tech with the "BUY" button does not turn the tile green; instead it places a "soil improvement" structure on the tile, which just sits there doing nothing. The Soil Improvement structure is somehow complete (because it was purchased, rather than built) but at the same time it fails to turn the tile green and go away. PQ numbers seem to list the maximum tiles a planet can hold, which includes yellow tiles (and maybe red tiles if such a thing exists
Currently (v0.12[b].002) the "upgrade" button takes you to the ship design screen, where you can create a new ship design. If you replace the old ship design with a modified one then does that change all ships? Is it possible to alter one ship?
I am also getting the same problem with restored save games losing all border information, including ship range. All vessels suddenly have no operational radius, all territories are missing.
When given the option to type text into a text box (planet name, ship name, etc) the text box starts out with a default, and the cursor on the left. Typing new text does not replace the old text, instead it inserts text before the default. Maybe for ship model upgrades I might append a "-2" to a model name, backing up one to update it to "-3" later. But I see no practical use for typing something at the beginning of the name. For anything that gets a defaul
"Creating a forum post is very easy". That should be a clue that the processs is going to be considerably more complex than most other forum software. The forum would be better served by minimizing differences in user behavior requirements. v0.12[b].002, a crash to desktop has occurred for me on several occasions when I fill the planet queue, and then press the scroll-down arrow. This does not seem to happen all the time. It may be a matter of what got added last, or if the last item wa
Hit that next turn button! AGAIN! AGAIN! AGAIN! AG... er... ship built. Time to do something. This would be helpful
Maybe it shouldn't appear unless it's going to take over two seconds to complete. That can be calculated as a function of the size of the file, and the speed of the hard-drive. (CPU might have something to do with it, but it seems unlikely compared to a hardware file save).
One possible way to display a tech queue would be to use a number system like in this psp-edited image below. The number system might not work well though, because it would be scattered across several tech trees, and thus be hard to follow. It might be useful as convenience info. Also, the technologies that are completed could be indicated in some manner as well. Some possibilities: a lame check mark, a filled green progress bars (would only work if others had empty/partial green progress bars)
I see a file called debug.err, but not one called smartException; is it also an automatically created text file?
I hadn't got sound either, and assumed that sound was not included at this early stage, due to file sizes. After reading this thread, I went back to stardock application and found that the next app down the list is called "multimedia", and so I downloaded that on a hunch that it's for this program. The multimedia pack should be sub-directory style indented, so that it obviously belongs to GC2. At least two people didn't find it right the first time. EDIT: AFTER downloading the
d the number of tiles is the amount of use you get from the planet. I like it. PS. Saturn has water?
s/Congrats.gif" border=0 ALIGN="absmiddle">Beats walking the dog. By a lot.