Elestan

Elestan

Joined Member # 3185138
0 Posts 5 Replies 11,840 Reputation

58) AI issue: I'm currently playing TA campaign mission 2, where you fight the Yor, on Tough difficulty. My starbases are tough enough that the enemy frigates can only do a point or two of damage if they attack alone. But the Yor just keep suicidally attacking that way, rarely grouping its fighters into fleets. If they grouped into fleets, they'd have a chance of doing some real damage. The AI needs to know enough not to attack targets when it will at best do s

95 Replies 217,199 Views

57) Ships entering a movement adjusting area (starbase effect or Yor super ability) should have their movement adjusted immediately upon entering (but should not be affected by the same effect more than once per turn).

95 Replies 217,199 Views

54) Elections are very easy to rig by turning down the tax rate for a single turn. There should be some hysteresis added, either so that changes in the tax rate take some time to have their impact on approval, or (less drastic) so that changes to approval take some time to have their impact on the vote calculations. 55) It would be nice if the population counts (both planetary and empire) had color-coding and hover text the way the treasury does, so that one could see population

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So, just to confirm, inflation is based on the number of techs, not the RP cost spent? If so, that means that one should prefer to dive deep into the tree, and not try to mop up seemingly cheap techs.

9 Replies 16,554 Views

My biggest wish would be to unlink the global Research slider from the global Military/Social sliders, so that you can run your factories and labs and full output simultaneously if your economy can handle it.

19 Replies 17,074 Views

53) When you order a fleet of constructors to 'Construct', and the second-to-last constructor finishes and is expended (thereby disbanding the fleet), the final constructor doesn't remember what the fleet was doing, and needs to be re-ordered to Construct.

95 Replies 217,199 Views

[quote who="qrtxian" reply="10" id="2833815"]Criticizing the campaign because it was made unsatisfying by new settings seems to be missing the point somewhat.[/quote] It would be, except that the documentation for GC2 2.0 indicated that the old campaigns have been updated for TA. It therefore seems to me to be perfectly valid to complain about ways in which that update is incomplete or buggy. For example: - The DL campaigns need to have the planetary habitability a

14 Replies 17,229 Views

52) The description for the Spin Control center says that ships appear 5 times mightier, and then says that ships appear twice as strong.

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51) Tweak: In the combat viewer, add left and right arrows to the buttons for speed and viewpoint, so that if you overshoot, you don't need to cycle all the way through to get back to the one you want. Speed might actually be even better as a slider.

95 Replies 217,199 Views

They're not actually that hard, but you generally need to exploit loopholes to beat them: - Don't build starbases or leave ships on planets (they automatically see and attack them) - Make a fast ship (speed 13+), and fly it in circles around their homeworld, taking care to stay just out of the range of their attack ships. You can often get nearly their entire fleet to follow you, endlessly. - Keep a defensive line of fast light ships to pick off

4 Replies 6,572 Views

49) When setting module build priorities for a starbase, there should be a way to specify that modules of certain types should not be auto-built at all.

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48) A small nice-to-have tweak: The ability to add a short note to each colony that can be viewed and edited from the civ manager report screen. When I've got a lot of colonies, I sometimes want to note things like "Build nav center here when possible", or somesuch. 48a) For bonus points, have the population column on this report show the maximum population as well as the current population. 48b) For more bonus points, add hover text to the columns of the report, s

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47) This might or might not be a bug, but some of the higher powered starbase weapon modules do not require their lower-power counterparts to be installed first.

95 Replies 217,199 Views

[quote who="Frogboy" reply="25" id="2824726"]I'd be happy to get some fan help on GalCiv II stuff.[/quote] What kind of help are you looking for? [quote who="Frogboy" reply="25" id="2824726"]BTW, do people know for a fact that Visual Studio 2003 won't function on Windows 7 64-bit?[/quote] There are links in prior posts to Microsoft pages that say that VS2003 is not supported on Win7/Vista. It might still work, kind of, mostly...but I certainly wouldn't use an

32 Replies 110,906 Views

[quote quoting="post"] The only possibility I can see at this point is the insanely boring strat of doing nothing but turtling to the high techs while intercepting the DL transports. Then deal with the 100 or so ships they'll have floating about, or just bypass them and invade their worlds with speed. Has anyone come up with a faster way that doesn't induce mind numbing boredom? [/quote] In my experience, the DLs are a one-dimensional foe that does indeed f

14 Replies 17,229 Views

46) When looking at the ships in a multi-ship stack, the details shown are always for the last ship clicked in the group. That sounds good, but if the last click made was to *deselect* a ship, that's probably not what the user would expect; with two ships, that means that you can have one selected, but the details shown be for the unselected one. Suggestion: Highlight the border of the ship icon whose details are currently displayed, regardless of whether it's select

95 Replies 217,199 Views

Ah, okay. Open sourcing just the engine might work, although the code might not currently be architected in a way that would easily allow splitting it into engine and content, and getting it rearchitected that way might be prohibitively time-consuming.

32 Replies 110,906 Views

While I would personally love to see this because I'd enjoy making some of the tweaks I listed in my other thread, I can't see how it would be in Starbase's financial interests. Most open-source software companies work because companies will still pay them for a support contract on business software, but how many people would buy a game when it's downloadable for free off the net? Some, perhaps. But probably not enough to fund a gaming company. Even when GC2 reaches

32 Replies 110,906 Views

Then again, given that GC2 is a game, not a critical business app, and given that it's in the latter end of its lifecycle, it might also be possible to crowdsource the QA here by having a public beta test for any new patch. In that case, maybe a compiler version upgrade would be a good way to breathe a bit of new life into it. If you use much STL, Microsoft made a lot of performance improvements in VS2010.

17 Replies 71,276 Views

The problem is that porting to a new compiler version can introduce myriad subtle compatibility issues. It can also fix a lot of subtle incompatibilities, so I've usually found that it's worth it overall. However, if this needs to be a small, low-risk update that won't require much QA time, a major compiler upgrade is likely out-of-scope.

17 Replies 71,276 Views

[quote who="Draginol" reply="8" id="2821622"]Yea, this is proving harder than I thought to get the compiler up to speed on win 7 64-bit. It's a freaking compiler. [/quote] Well, according to the page linked in my prior post, Microsoft says that you can't run VS2003 at all on Win7 or Vista. :-(

32 Replies 110,906 Views

[quote who="Draginol" reply="3" id="2821027"]One of the yucky things is I'm having to install Visual Studio 2003. Ack.[/quote] You have my sympathies; I just had to put VS2005 on Win7 today. You're not trying to install VS2003 on Windows 7 or Vista are you? Because that just won't work .

32 Replies 110,906 Views