It is good to meet so many enlightened beings here that are able to bask in the memory of Star Control 2. It is THE classic SF game of the nineties, overshadowing even Starflight. It is one reason (of many) why I never got rid of my old Pentium 166 with DOS. Here's a tip for all of you SC2 veterans: There's a beautiful little game extensively named "Strange Adventures in Infinite Space". It manages to reproduce a little of the SC2 feeling. In fact it's kind of a mini game. Explore t
Hasslmaster
This is really true. Thanks for the clue. This surely is some kind of joke. The took upon themselves the effort of converting the update into a standalone file, but weren't able to change the line beneath the link on the download page. They are probably right. The many hours required to change that line can be used to do something more worthwhile. :notsure:
Yes, Phoenixes are just as useless as Star Hawks. Has any one of you ever built the latter? At the time when Star Hawks are available there are no anomalies or debris left to make it a sensible choice. I think Brad and the gang should take a thorough look through the ship classes... :notsure:
- Star Hawks are pretty useless, as most of the galaxy's anomalies are gone when it is finally researched. Either make them easier and earlier to research, or give the player the opportunity to build them right from the start. - Give more in-game information. E.g., what do planetary defenses do? (Increase soldiering or increase defense of orbiting ships?) What do many of the race picks do? And many more. There are large heaps of unexplained stuff.
Like the header sais... The game gives no explanation what they do. Do they give a bonus to defending soldiers or do they give a bonus to defending ships in orbit? (If it is that way, I haven't ever seen the bonus.)
Some new bugs. But first I want to second what dikdirk said in the post above. Dead and pissed-off people don't pay. What I found: - How to kill off your own population with a bug: Select a transport in space. Then select a planet. Click on the "start ship" symbol. The menu for loading population on the transport appears. Any number chosen will simply vanish if you click "launch". - Typo in diplo message: "Our people are wary of this war. What can we do to return to peace?"
I second that. I want this issue to be dealt with. And any interim solution will be better than the waste of money.
And the more people you have, the more taxes you get - right?
Just wanted to tell - if any Stardockers read this - that I'm still playing version 1.01 and I find winning elections and upkeeping morale not difficult at all. I fear the moment when I download the newer patches and the morale issue becomes such a cakewalk that I can forget about it. Would you mind just resetting morale parameterers to the old values and provide people who have problems with them a FAQ or something like that?
Have you added this to the "bugs" thread already?
Can anybody disclose what's up with cloaking, please?
I'd very much appreciate a little help feature for research. Have you ever played "Imperialism 2"? There you are able to choose a technology in a special menu, and in the research menu all techs leading to the chosen one are highlighted. Thus if you want to research towards a specific future tech, you don't need to work through off-game tech tree pictures. Just choose the highlighted techs and eventually get what you want. Nifty.
I have changed my mind on this topic. After more game experience I deem it most appropriate to choose a "you don't buy it, you don't pay it" approach. Meaning: If a planet doesn't build on social projects, there just shouldn't money be spent, meaning a reduction in the overall money allocation for social projects. It would be a little unrealistic to divert production from one system to another. You could easily save money by chosing "nothing" for social project, which would be very help
Ah, thanks, boys! What you say is making sense, also it doesn't make sense. ;)
Frogboy, CariElf: If you code ANY solution to this, please notify us, and tell us how it works. This is a burning issue to me really.
Frogboy, CariElf: If you code ANY solution to this, please notify us, and tell us how it works. This is a burning issue to me really.
Some more glitches I've found. I'll keep it short as I may repeat a thing or two... - I've seen a "normal" AI build up a station to max, and stacking 13 (!) more constructors on the station, just sitting there and waiting forever (Possibly some turned into new modules, but still a terrible waste). - Diplomacy screen: "Speak to": "Diplomatic status" panel: If a race has an alliance, there is always another line saying that race is allied to itself. - Diplomacy screen: S
What the manual didn't tell: -Why are ships and stations in the early years permanently damaged? Where does the damage come from? -How do you best get your ships repaired? Does orbiting planets give an advantage? Or stacking with starbases?
This probably ain't new, but I'd really really like to see a menu/page that explains A) What Trade Goods/Licenses and Galactic Wonders you have and B) what they do/ give you. (I mean, having those trade goods, for example, is only half the fun if you never even see they're there.) Another thing that's a must-have for me: civil freighters on trade routes should always go through sectors with trade bases, if possible, and if it's not a detour. If I watch these little white
Which would mean that making strings of trade starbases are highly inefficient. Or does the little freighter adjust its course if there are stations? It's too hard to follow these little white dots from turn to turn...
*bump* What a nice suggestion.
The problem I see with building strings of trade star bases along a trade route, is that a freighter takes different routes to the target system, and homewards. It's this way because on autopilot ships first move diagonally until they can travel horizontally/vertically to their destination. If I'm right, doesn't this make the star bases inefficient/rather worthless?
BTW, where is the "deep, immersive story line" that the box text talks of? After three games, I haven't found any. Should I just have researched more of the tech tree? Disclaimer: I absolutely *love* the game. I'm only concerned that I could have missed out on something.
Sorry, I didn't read all of the 396 preceding posts. So I will keep my observations short, in case I repeat a lot: - Computing error in Yearly Report: Everytime I load a saved game, I get a "We've fallen behind technologically" or at the most a "We're doing OK", even if I'm the galaxy's technological overlord! - Some starbase module descriptions are cut off. - The race pick "Range" + 1 doesn't do a thing! My 1st colony vessel still couldn't travel farther than one sect
*bump* I hope anybody will answer, I too wanna know what "creative" and "lucky" do.