I like the patrol idea. Originally, I think there was going to be a patrol option, where the ship would move from it's current hex to the destination hex, and back. But I like your idea of "Patrol" better, because it really does fit. Since click-drag isn't well done for a game like this, maybe, instead, a "Patrol Area" is defined as a (say) 5-hex radius area, and the ship moves to that area and then begins to randomly move around it. It stops when it sights a
trims2u
I'm against Tactical Combat, for one simple reason: it's the slippery slope to making GC a RTS with 4x stuff bolted on as an afterthought. If we decide that turn based tactical combat is essential to our GC experience, then the next step becomes a TBTC system where you control your ships' abilities, not merely move them around. Turret placement becomes important. Fields of fire make an appearance. Etc. Naturally, once this comes in, there'll b
[quote who="joeball123" reply="18" id="3482826"] Quoting trims2u, reply 12 I could care less about that, but, if in fact each ship does only represent one ship, then either we're getting MASSIVELY ripped off in the cost of small/tiny ships, or an INCREDIBLE discount for Huge/Massive ones.
Nope. Can't happen. The North Carolina state legislature passed a law, saying that the oceans weren't rising. And, well, if it's the law, then... [e digicons]X|[/e] (yeah, I know the NC law isn't quite that, but it's close, and fun to poke at them for being such obvious dolts)
Here's the problem: You'll notice that the "smooth line" movement in GC2 is actually almost always a hockey-stick path - one long side followed by a 45 degree turn and a shorter side. Which, actually, while numerically identical to the actual straight line path in terms of squares crossed, can very significantly deviate from the "true" straight line path. Now, with hexes, it's much easier to approach the true straight line path, but the cost
[quote who="DARCA1213" reply="10" id="3482769"] NO NO NO N NO NO NO NO NO NO. IT DOES NOT REPRESENT MULTIPLE SHIPS NOR DID IT EVER. IIRC even frogboy said it was not true. What you see is what you get. everything runs fine in the military because everyone has a job to do everything is governed by a department. Its nothing that needs research in real life its comes naturally, and we don't have little supply ships to simulate this beyond ship range. its especially
As pointed out above, logistics really reflects the ability of your empire to coordinate a number of ships to be effective as a military unit. Besides the factor of supply and such (which is huge, and dominates the modern military above everything else), the other reality is that communications, which are necessary to fight effective, is an Order N^N problem. Coming up with a technical and organizational structure which can handle directing hundreds or thousands of individual
[quote who="Gaunathor" reply="20" id="3481152"] Quoting androshalforc, reply 19 Did it? I think starbases were single shot but i never really payed attention to the individual ships Yes, starbases were single-shot, but ships had as many shots as they had weapons. As long as they didn't require all sho
Under ship modules: Fire Control improvement - up the number of shots a ship can take each round. Instead of dividing all the ship's firepower into 1 or 2 shots, able to target only a single opponent each round, each FC modules would add one new target possible, and further divide the firepower. Thus, you have a 100-damage ship that would be taking 2 50-damage shots per round at a single target, good primarily for anti-capital ship use, or one
Questions in reverse order: "tidally locked" means with respect to their moon. Not their star. Only planets very close to a star (well inside the band of the "Goldilocks" zone) can be face-locked to their star. So, in this respect, they're talking about planets which have a moon like ours. Twin moons should indeed mean more than one moon, though there is no requirement for them to look even remotely similar. That said, I suspect that it's mo
[quote who="charon2112" reply="6" id="3480022"] Minefields don't make much sense in GC. Remember, each hex is a parsec, that's 3.26 light years in length. Deploying mines over that large an area isn't feasible. The only way I can think of to make it work, would be to make a 'minefield deployment system' something you can build on a planet or a starbase, so that attacking fleets would have to deal with the mines. [/quote] I see no more
I think DARCA is after the ability to just pay $X, and get any (currently research-able) tech next turn. Not trade for it from another Civ. Personally, I don't want that. In reality, you can't just throw money up in the air and get a technology back down. More importantly, I think it breaks a game balance issue. Right now, you have to research tech - if you can just buy the tech from thin air, then there's very little incentive to ever build any
Now that you mention it, toning down the edit/new post box would be a good thing. Probably reduce the brightness by about 30% would be a good idea. The rest of the forum stuff, I'm fine with.
Here's the StarDock return policy, if you bought it through them: https://store.stardock.com/policy.aspx#Policy_ReturnPolicy If you bought it through Steam, you're pretty much out of luck: https://support.steampowered.com/kb_article.php?ref=8360-wejc-2625#refund You might be able to resell the g
The forum font is fine; some people don't like light on dark, and some people don't like dark on light. You'll never be able to please everyone. I compared the font size for this forum, and it's the same as for most of my other web pages, so I don't think it's too small. If you think it is, then tell your browser to increase the default font size, because that's what this one appears to use. As to the game itself, I think I've mad
Ummm. There's no difference in a cylindrical projection (which is what a map is of a globe) between using hexes and rectangles. I can create a cylindrical projection onto a grid of hexes just a simply (and accurately) as with squares. And we're not necessarily talking about the distances a tile actually represents. We're talking about VISUAL distances - visually, it is further going from one corner of a square grid to the opposite corner than it is to an adja
In the following shots, I've used RED to indicate things that should be taken out of Small Caps and put into a San Serif standard Upper/Lower font. I've used Bright Blue to indicate things which should be changed to use a Serif fonts. I've used Bright G
OK, disclaimer here: I'm running this on a 27" screen at 2560x1440 The color scheme of the forums isn't a problem for me, because I generally prefer light text on a black background for monitors (the opposite of books). So, white on black/dark grey is just fine for me. The font size might be a tad small (it looks like 10pt or so), but that's a personal preference. There's very little extraneous colors in the forums - I count 4 maj
One question here: what are the advantages of squares over hexes? Both suffer from the "wiggle" problem when moving distances. Both have the same solution to that problem, which is simply a smooth pathing issue inside the game engine. Both tessellate just fine. As has been pointed out, when forming large enough polygon shape made from them, both squares and hexes can be "good enough". Hexes provide better distance approximation for fixed-increment movemen
In the United States, NEVER use Paypal if your vender will accept a credit card. Legal protections for a Credit Card are light years ahead of Paypal, which doesn't even conform to the US Banking laws.
The two biggest issues with squares vs hexes for a flat map are: Squares significantly distort distances; worst case is using 1 movement point for 1.4 of distance, and average case is moving a distance of 1.2 per 1 mp. With hexes, the worst case is that you spend 1.15 less than actually traveled, and average case is 1.05. Hexes are significantly closer to reality in terms of distance to MP required. Hexes tessellate better into all other regular pol
Yeah, looks like they were removed. I don't see them anywhere, but I'll have to play more - I've only colonized about a half-dozen worlds at this point in the new release.
The problem with modelling a space empire's economy based on current understanding of economics is simple: it'll be wildly wrong. Economic models change rapid, and seldom last for more than several decades. The system we're using now bares little resemblence to the one in the 1970s, the international trade and finance market has changed radically at least 3 times since I was born in 1970, and economic systems vary widely in implementation detai
[quote who="EleventhStar" reply="22" id="3473257"] There is a few problems with your solution: -limiting the number of ships per turn punishes you for using a lot of small ships compared to a few big ships. -having gates only work manually, with confirmation, and only 1 ships at a time is a lot of micromanagement that gets old fast. Especially if you have to do it 20 turns in a row to get to the other side of the map. I personally think
I'm OK with allowing everyone to see where everyone else's hypergate network is, but I think the mini-map, or as a toggle-able overlay (like Androshalforc said) is required. My image of them is similar to EleventhStars: Each gate is part of a pair Hypergate tech comes along somewhere AFTER you would get Warp-engines You create them with constructors, and they're a separate installation, not tied to any current starbase type