tech names - starbase fortifation, mk1 -> mk4, there are two mk4's listed... and the typo on "fortification"... - "singer IV" should be "stinger IV"
mavx21
completed tech description - smart chaff: change "become" to "becoming"
Reporting bugs here, but we should probably start a new thread for 4B reports? quick build list - bringing up the QBL displays the stats of whatever ship you built the last time you used the QBL dialog, instead of whats being built on the focused planet. fleet information - the preview image for a fleet uses the last solo ship you previewed foreign relations - the "trade with us" stat still does not update
Frogboy... Cari... CodeCritter... any of them can change it, I'm sure... Did you spot a bug? Or maybe a balance issue? Freel free to just post it!
Aye, survey ships are kind of pointless after the colony rush phase of the game, eh?
Hurray, jmgarth! Now, you get to update your client again. (latest version is .009!)
Your list got garbled up, some fixes/additions are on the same line, others are split over two... here's a new copy Easier (for me, anyway) to follow... Oh.. and KICKASS job everybody. Notes for v0
planet improvements - basic farming and xeno farming are not "connected" - you cant upgrade from basic to xeno, which means the auto upgrade wont take place... you have to demolish the basic and then build the xeno... eek.
Yes, there is a way to do it. It's not currently built into the game, though. 1) Using your favorite text editor, open up the file prefs.ini which is located in C:\YourPathToGC2\Data\prefs.ini 2) Scroll down to the section [GalaxySetup] 3) Modify any of the following: (1 = turned on, 0 = turned off) <TD clas
foreign relations UI - the "Trade with us" stat does not update as you click on the varius races...
unexplored space - trade routes are visible on the main map, even if youve never been on that side of the galaxy - double clicking on a planet will bring up the colony screen -- even if you're randomly double clicking on unexplored space =P (or if you followed a trade route to the end of the line, heh) trade screen - (FIXED: by Cari) exchanging techs leads to a CTD when trying to add techs from the AI - t
Dont be afraid to spend your money in a burst like fashion, early on. Purchase a factory, to start building a colony ship 1 turn earlier, purchase a colony ship and get it moving... dont forget to adjust your sliders in the domestic screen. Bump your spending to 100% and depending on what you're trying to do, 30 / 70 / 0, social / military / research. Build some market centers and factories before you build things that cost money but wont help
Just a heads up on (4)... That blue circle you saw *is* the starbases range of influence. Any planets (or ships) within that circle will receive any applicable bonuses. As of right now, the bonuses -should- work, despite the planet details UI not currently listing them.
build times ::big:: Others have likely reported this or mentioned it, or what have you... but I'll just re-iterate. The build times for projects/ships are not 100% accurate, sometimes you will stay on "1 week" for 2 or more turns. Most evident if you start a new game, flip your spending sliders to 100% social, 100% spending, build a factory... it claims 1 week, but it really takes 2. ::small:: In addition to that, if you have 0
GLITCH ships on the main map (polish, cosmetic) There is still that quirky, non-critical, issue of ships being painted on screen, facing a direction they are not traveling. It's purely cosmetic, if you manually move them, or leave them on auto pilot and watch them move, theyre facing will properly change...
Just a collection of thoughts, bugs, glitches, weirdness or other things... no real order to it. I'll try to label each thing so you can skim for the important stuff. BUG build times (big) Others have likely reported this or mentioned it, or what have you... but I'll just re-iterate. The build times for projects/ships are not 100% accurate, sometimes you will stay on "1 week" for 2 or
I also noticed this and posted about it... then bugged Cari about it on IRC... she said she previously had a conversation with Brad in which he explained that it is an intended feature. oO
I disagree with others in the sense that breaking a treaty with them should be a negative. Breaking a treaty with their enemy should be either neutral or positive. I think we're on the same page on this one, then? Breaking a treaty with AI-1, whose at war with AI-2, should be a small positive boost
Yes, Id like for the AI races to hold a grudge against those who 'go back on their word' to them in one fashion or another... Agreeing to attack a common foe, but all you do is sit back and never actually go on the offensive.. (this could be hard to code, though)... Making foolish demands through diplomacy.... demanding they give up ships/money/influence, whatever, whether or not they actually agree to it, should give you
The graphic that surrounds a planet when you click on it.... is not big enough for some planets. It's barely suitable for Jupiter sized planets, but anything bigger than that and you cant see it... Also, when zoomed out into strategic mode, there needs to be an alternative method to showing which planets you have selected, you just cant see the current graphic well enough. And, in strategic mode, if you click a planet, then click somewhere
Im going to keep a list here of where I see those text related problems, like \n, spelling, etc. 1) Click on a military resource, the description has some \n\n\n.
Clicking on "Ownership" in the minimap should not display alien planets before you 'discover' them.
"Show Ownership" should not display alien planets until you 'discover them'.
Hit the P key to place a rally point, left click an area of the map to bring up the R.P. dialog, then hit the cancel button. The R.P. is still placed on the map.