Kloreep

Kloreep

Joined Member # 715234
0 Posts 8 Replies 5,994 Reputation

I'm not sure if it does it because the code detects the research being empty and planet being colonized, or if it's actually coded to do it that way. Though you do need to set your research and your builds on the first turn. That said, I agree that immediately opening them may not be the best option, as I usually want to look at the galactic map, and make my ship moves, be

2 Replies 3,287 Views

I don't know whether Open Log Directory is supposed to work, but I know that Submit Exception Report doesn't do anything; you have to attach the log to an e-mail. ([email protected] is where you should send SmartException Reports.) My installation on Windows XP is located at C:\Program Files\Common Files\Stardock\SmartException. It might be a different path if you're not using Windows XP, though.

4 Replies 5,112 Views

Happened to me too. One of the Stardock people e-mailed me back saying it seems all invasions of the player crash the game.

2 Replies 3,751 Views

So, I played a quick Beta 2 game. It seems I've had much less trouble with this Beta than most. Download went fine, activation went fine as soon as I granted it access through the firewall. No crashes to report. However, there were some bugs. Major ones: -I'm not 100% sure if this is a bug, but I certainly hope it is: combat does not cost a move. I had a technologically advanced ship called Cruiser II, and it could pound Drengin Defenders forever th

2 Replies 4,586 Views

Costs and other stats are still up in the air so far as I know, as SD has said that the values and techs in the beta are all going to be tweaked. And it's not exactly rock-paper-scissors in that each defense [i]will[/i] help against all three types of weapons, but at a reduced level against the two it is not specifically designed to counter.

7 Replies 8,397 Views

It would be nice to expand Good vs. Evil in to two dimensions. Really, though, I'm more concerned about improving Neutral. It seemed to me there was little benefit toward taking the middle path in GC1; unlike evil, you don't get the diplomacy difficulties, but unilke both good and evil, there are no additional techs. Extremism, one way or the other, was the way to go; it would be nice to make Neutral in to an actual third option.

29 Replies 31,738 Views

Vanyel, on the range thing: had you reloaded a saved game? Influence determines range, and since influence is not yet saved, all your ships will tell you they need to go in to stasis. I'm afraid games must still be either played through to conclusion or abandoned when it's time to quit.

40 Replies 34,043 Views

There is more than one English keyboard. I use a Dvorak layout and I don't have problems with it and GC2. (It's remapped through Windows; the keyboard itself is not remapped. Perhaps that's the difference?)

6 Replies 6,747 Views

The main advantage to fighters I can think of (assuming the fighters, too, could be designed) is allowing the player to skimp on fighter craft's range and speed, since the carrier would compensate for that by having them onboard except during battles. However, if that's the only advantage, it seems to me one might as well just add in some extra miniaturization levels on range and speed modules to accomplish about the same effect. Fighters are great in games

34 Replies 30,590 Views

In GalCiv2, the 3D engine allows you to zoom in and out. I imagine you'll be able to find the zoom level you want.

5 Replies 6,975 Views

I forgot about starbases. Allowing a planet-less race to continue so long as it has a starbase is an interesting idea, and I don't think it would be bad; starbases are sitting targets just like planets, and since they require expensive constructors and maintenance, there wouldn't be too many of them. So long as a race cannot remain in the game through ships alone, I think allowing a race to stay in the game up to any other point would be fine.

27 Replies 19,833 Views

Makes sense the starport would be in close orbit or on ground anyhow, where it would be closer for shipping to and from and easier to protect. Question: Currently I see military production being spent on worlds whether or not a starport is present. Will this be changed for starportless worlds? If not, it seems to me the player will be forced to build starports everywhere to avoid sending money down th

10 Replies 9,785 Views

I definatly agree that the RP's should rollover, even if this isn't realistic. Like Uruguru said, we can't encourage micromanagement by rewarding players who know how to fiddle with the knobs. Music to my ears. Now, can we

25 Replies 17,974 Views

8.5 out of 10? Wow. No diplomacy, trade, little research, no play balancing... since you think Beta 1 is that good, I fear for your personal life when the real thing is completed. Personally, I haven't even bothered to think what I'd rate it. I could, but I don't have much desire to for Beta 1, so much is still missing.

4 Replies 5,397 Views

I agree games like MOO2 and Civ3 do show you shouldn't make such instantaneous (or near instantaneous) travel unlimited in scope. However, just like other things - starbases, for example - I think it could work out if there were limits placed on them, either officially by limiting the number a player can build, or unofficially by making them cost so much it isn't worth building more than a few. All you have to do in Civ3 is devote enough workers over enough turns and voila, you can trav

10 Replies 15,040 Views

I would guess no damage, and it just takes a while for the attacker to finally score enough hits if the weaponless defender has very good defenses.

20 Replies 34,125 Views