I'm unable to get the 1.6 update. Just FYI: I refreshed XML and cleared the pre-release checkbox. Error message: Error: Attempt: 3 | Module Request Failed: The module you have requested is no longer available. (ref: 201) Result: Installation failed (9) Try the solution I suggested above - cancel the "new version!" dialog box and upgrade each piece manually from the list.
dthought
Mascrinthus, Terl, did you guys try turning off show prerelease and refreshing XML as noted above? I just ran the update on my laptop and it worked without any problem. I had that problem too, kryo, but only if I let it auto update from the "A new version of GC2 is out! Do you want to upgrade?" dialog that popped up in SDC. If I stopped that and chose to upgrade each piece manually from the list of games, it worked just fine.
Very interesting to see that you've found a possible fix for that 'AI gets a free turn' issue. Very, very interesting. Seventy two thumbs up for the excellent work you guys have been doing. Really glad that I bought the DA expansion, it's renewed my faith in GC2 tremendously
Just noticed three small issues in 1.6b5 of DA: * If you create mining fields, then save, quit and reload the base graphics do not appear unless the bases are attacked. Supply lines and icon view still show ownership. * If you are attacking multiple ships on a planet without the fleet manager and you right click the planet whilst the first attack animation is going on, the second attack animation shows the defending ship inside the planet sphere mesh. * AI forced to use Max
Hi, I've noticed in Dark Avatar that the asteroid mining creation vessel has a slight exploit built into it. If you set it to Automate, it knows where to find the nearest asteroids even if you have not revealed them from behind the shroud yet - all too often I've noticed it finishes a series of bases and then sets a new target somewhere that I haven't yet discovered. Whoops! Also, I'd like to see it prioritise asteroids that are within my influence first, then neutral, and perh
I agree that I find the ability to place spies on race planets for which you cannot normally view them as an exploit. The new DA exploit system confuses me - how did I reach espionage levels in DL? I can't remember. All I see is allocation of funds for making spies. I too would be interested in a split of the fund allocation - part towards race espionage, part towards spymaking. You are then only allowed to place spies on race planets for which you have a HIGH espionage rating. <br/
I have to say, I'm surprised that the build time bug has not been fixed yet, as it's one of the first bugs that you see when you start any new game. To reproduce: Start a new game, get to the planet building. I tend to buy my first factory and then build another - without fail, it always says it will take a staggering fifty weeks to build. However, once the a focus is selected and deselected, the value returns to one more sensible. I don't mind the occassional c
I'd still say the biggest UI problem for me is the incorrectly calculated times to build where you have to click on a focus tech and then unclick it (eg. if none are selected) in order to see the correct build times. It's always there when playing and it bothers me a lot more than, say, which way the moon is rotating...
Heh, that's not just Sims1, every single SimCity game has also used "Reticulating Splines", it was just finally spoken in Sims 1 and 2. Funny thing is... I think "Reticulating Splines" actually means nothing and was probably done just for the sake of randomness! "Reticulating splines" was only ever spoken in SimCity 2000 when you regenerated th
I still find myself constantly confused by the incorrect build times bug... if that's able to sneak in to the 1.2 I would be overjoyed
Yeah... if you are friendly and offer an alliance you often need to sweeten the deal with cash or tech (as it'll be red otherwise). Though oddly, the cash is usually not much... maybe only 20bc even! If you are close, it's much easier if not a given.
Star Dagger, I never bother to read any of your posts because dark green on black is not all that pleasant on the eyes. You may want to reconsider your choice of text colour
Perhaps the AI could be tweaked to recognise a demand on a starbase that is deliberately in the influence zone of your race? If so it could say something like "I know that starbase is close to your home world, but I refuse to move" or "You're right, that base is close to your world, I'll do something about it". On second thoughts I'm not sure it'd be good to have the AI react to a trade request in that manner, it would confuse trade with political requests. Maybe a button on AI starba
On the topic of Steam, I've always thought Steam was "okay", but lately it's just been getting silly. I've preordered and loaded HL2:EP1, but it seems to get awfully confused between a preload and an update when both happen at the same time. After updating HL2:DM at the same time as grabbing a preload, Steam declared "Half Life 2 Deathmatch is no longer being offered for free" when I tried to run it. I'm sorry, what was that? Reload Steam and it seemed happier. Some very st
Magnumaniac, you're spot on
The 1.2b AI is definitely much harder and more clever. The Altarians went berzerk in one match where they were in the middle and they ended up declaring war on everyone. The military came in first with attack ships and then with fleets of troop transports following closely behind. They even figured they'd need two fleets of troopers to take on my homeworld and had them ready. Very, very hard to counter when you've not bothered to research much military. Needless to say, I g
I think it's almost a given that the Iconians will get wiped out... eg. when you select "No Minor Races" you can't have them in the game... so if they're considered a minor race, they're going to go
If two allies of one player are at war, I see no problem with that. Just because you like both the Altarians and the Thalans doesn't mean they have to like each other. It then creates a moral dilemma for you, the player, who is allied with both. Who do you support? Or do you sit back and watch? Though I can't remember if you're allied to both whether one will ask you to be honour-bound in declaring war. If two races who are allied with each other then turn around and declar
First up, I'm no veteran player. The AI is very good at beating me and it's getting sneakier and more difficult to beat with each patch But to say that players who consistently beat it over a certain difficulty are using exploits? Well... that's a bit rich isn't it? Why build a hard AI if it cannot be beaten? That's the whole point - find weaknesses in your opponent's strategies and exploit the
I just hope the new races don't cheat in the same way as the Dread Lords do, simply by having ridiculously higher stats... think Settlers: HoK expansion - those missions were next to stupidly impossible because they just jacked up the enemy's power rather than the strategy.
I wonder about the Tech Tree... 1.11 seemed to have extra techs (mainly along the weapons trees), but 1.2 seems to now be merged in strange ways? Is anyone else a little suspicious of the tech tree?
I've never really understood the minor races as I've only ever played one game where there was one minor race. I've never seen minor races in any other games that I've played (1.1 and upwards). I'd like to see more minor races (or more chance, that is). An amazing list of updates, I pity the poor coffee companies trying to keep up with the work
I would very much like to see the build times bug fixed before 1.2 is finalised... where for example, you have an empty build queue and you go to build a factory and it says something like "50 weeks". Then you click on, say, Social and it goes to 4. Then you unselect Social and it goes to 8. Delayed stat updates are a real pain... have to find time to more fully explore. Haven't finished a 1.2 beta game yet.
Actually, I rather like that idea of making first strike a really hard-to-research tech. I could see it being more interesting still if it only had, say, an 80% chance of working - but then that might lead many people to Save / Load until they get the first strike advantage. Pity there's not much you can do about that, GC2 isn't the kind of game that can penalise players for rapid save / loads... the only way I could see around that would be to restrict saving to every X many turns -
Actually, if the blind "Let's defend this game no matter what the logic!" people would care to cut through the loaded language of the OP, the core issue is "the AI knows too much about the galaxy when the game starts and thus it knows exactly where the good planets are to colonize". This contrasts with the human player who must scout out stars, often fruitlessly, whilst trying desperately to build colony ships to grab the empty planets whilst they last. I've noticed this is