There's a difference in having online games with people who just want to play and sitting down with a bunch of buddies and playing it together. Ofcourse online would be a hassle or boring as you'd have a time limit for turns or wait forever for some idjit to complete his turn. LAN play would allow you to shout to your friend and tell him to hurry, or you could be doing something else on your PC while everyone takes their turn. A comfortable LAN enviro
syneris
Just a simple request i'd like to see added for modders. Allow planetary improvements to have penalties and not just bonuses. Currently, negative values in the bonus tags are ignored. The reason for this is that it would open up many more options for modded improvements. A modder could add factories with higher than equivalent production at the cost of population growth and/or morale or Bars the boost morale and income but reduce the planets social and
Ships don't autoupgrade. Do you design you own ships? The core ships can be lacking and aren't adjusted to fit your needs. While it'd be neat to have ships autoupgrade components, there are many problems that would arise from it. The core ships are mostly needed by the campaign and custom maps that need to have a ship already designed if it's in at the start of the map. Making your own ships is part of the fun <img src="http://images.stardock.com/gc2/T
I know it's stated in the beta release notes, but the Morale Bonus for a Civ's Capitol was removed. The issue I have is that there is still a morale bonus on the Initial Colonies. Capitols have a higher food production than initial colonies, yet don't get any morale to compensate for it? This puts your starting planet at a disadvantage in tile useage. What factors caused the change to remove the bonus from the capitol in the first place? What are your
Social routed to Military production bug. If your Military slider is at 0% the ship doesn't build. It will show the routed social in the military box on the planet screen, but it's not added to the ship being built. Thinking about it while typing this, I didn't check to see if the BC was spent. If the military slider is at even 1%, it works properly using all routed production.
Who did you order it from? If you got it from stardock then you can download the game. If you got it from stardock, what did the estimated arrival date say? You ordered it on a saturday, so whoever you ordered it from might not process orders over the weekend. Once it's processed, it can take 2-3 Business days to get it shipped. Then depending on the type of shipping and your location, it could take another 3-5 Business days to arrive. Do you have a tr
Anyway, does this desire to be beaten senseless mean that we're sick in the head or something? It means we are looking to challenge ourselves to become better. If you know you are going to win, it's not quite as fun. If you are being destroyed and lose, you know you can play again to try and not lose.
Please change the text color, but besides that thanks for information
Besides the DreadLords (who probably don't have a full set of models), I think i'm missing some ship hull models somehow. Altarian style is missing the second cargo hull model (S4_Cargo_1.x). Torian and Drengin styles are missing the third large hull model (S1_Large_2.x and S3_Large_2.x). Are these models not in the game or do I simply not have them for some reason? I'm also missing the thumbnails for S4_Cargo_1, S0_Large_2, S3_Large_2
Let's keep this to bugs please. We'll make a "wish list" thread after 1.1 is out. Sorry, it was one of the first things I could check. Ok would this be a bug? It doesn't crash the game but it's an inherent problem. Using randomize oponents overrides the default opponents setup for scenarios. Sam
When you load a custom race that you previously saved, the abilities are wrong.
Campaign UI is still diffucult to use with multiple campaigns available.
We have other things we plan to do with 1.1 (such as the modding features) and then that'll be 1.1. what kind of features for modding does this refer to? Have any details been discussed already anywhere?
Will you release information on any changes done to the mechanics of current tags in the xml? Took 3 days to just figure out all of the [UNIVERSE] part of the gc2scenario filetype (research was by far the hardest one, and I basicly gaveup on what it exactly does). I'm wary of documenting any more before the patch, as I could have to retest every single tag ingame to verify it's still works the same. For modders, a tag in the techtree to not
+ Fixed some tech tree bugs where the category was wrong. The AI relies on category to determine what type of tech it is since the AI isn't scripted. Found in the beta for v1.1
I just got my collectors edition copy of the game in the mail today. It has two serial numbers. One is on the jewel case, and the other is on a little paper insert with collectors edition on it. In the downloads section, putting the Collectors Edition number into the serial for the collectors edition wouldn't work, but putting the serial on the jewel case into the normal serial number box did work. I was able to download the bonus pack and enable colle
Looks to me like these lucky ships are special. The game puts on weapons and armor based on some unkown factor, but it uses the core design's template for weapon and armor display numbers?
You can't go by appearances with game designed ships. Someone got into an arguement with me about the core colony ship having 2 colony modules, making it way better than a user created colony ship at the game start. -_-;; The same effect can be achieved with user designs, but requires a little wo
Checkout the forums was what I was mainly saying. They've done some nice work on the site and look forward to more. Before you can make a proper editor you need to know what the stuff does. I've been trying to help him with documenting them, but some things take a lot of testing.
This would hinder the user from being able to create whatever type of ship they wanted.
As far as I can tell, there isn't a tag for this. A possible way to do it is give the tech a requirement of ImpossibleTech and add the tech to the race's starting techs. The problem with this is that the tech could be traded to allow access to it. I haven't tested to see if/how this works though.
Some of the internal names have special code used for them. This shouldn't stop you from adding new ones or removing old ones though. Same with the tech tree (like xeno ethics for alignment and the government opening techs). Checkout gc2builder. Exzachly has sections for modders, and I believe his editor is planned to be able to fully edit all the xml
O.o 40 posts?!
The best factory produces almost the same as the best lab. How many production bonus tiles do those planets have compared to your research bonus tiles? How high is your social and military production bonus? How many starbases do you have boosting these planets? 1000mp is the highest i've gotten in any game, and I was already set to conquer the gigantic galaxy with ease at that point.
Yes, that's why my mod will have larger engines and smaller defense for the most part.