Strat: Moo 1, Xcom 1, Jagged Alliance 2, M.U.L.E. RPG: SW: KoToR, Baldur's Gate (series), Planescape: Torment, NWN (series), Fallout (series), Rogue. Sim/PseudoSim: Wing Commander II, IV, Jane's AH64 sim II whose name escapes me.
Slinky the Wonder Ferret
If the AI build 50+ speed combat transports, that would shut down the Border Defense strategy.
So, my late game fast constructors with 55 Speed may have the Space Patrol handing out tickets?
Latest patch seems to have corrected my crash problems (knock on wood). I did throttle the GPU per suggestions. Have a gigantic galaxy with abundant planets and stars going now with 0 crashes since start.
Starbases are my only major complaint about the game. The ENDLESS (but necessary) upgrading and management of constructors and way points to keep the bases upgraded. Maybe if there was a blanket "send constructor to nearest starbase with room to upgrade" button or something I'd feel better about it. But as I posted in a related thread, I swear I spend 80% of my time following the initial colonization rush just managing starbase construction. /yawn.
Yeah, my fighters cost 140 bc to build and about 2400 to upgrade. There's a decimal point missing in there somewhere.
The only thing I don't like is the entire starbase sub-system. 90% of my time is spent building constructors and slapping 50 or so upgrades per starbase to keep them defensible and up to date. But I've always hated that implementation since the OS/2 version (yeah, I'm that old). All in all, though, it's actually pretty good. AI gives you a really good run, and usually kicks my butt. The micro-management nightmare is in the constructors/starbases - not in the other game elements.
Crashes a lot on me still, and at random intervals. Not sure if I can blame it on videocard heat at this point. I set autosave to every two turns to compensate. Also having issues shutting down since I installed GC2 and some general system instabilities. Wondering if that is because of the SC service based on the timing. Seems that Network DDE hangs and will not shut down even with the process disabled. Will try disabling the SC services to see if that helps. Saw another thread about that elsewh
I absolutely hated the changes in research from Moo1 to Moo2. For the love of Zarquan, please don't include anything like it in GC.
I think it's a good idea. Always gives at least one unique attribute to each race that cannot be taken by the others. Would think that that should also apply to custom races. Want the Drengin headbanging modifer, play the Drengin.
I let the game run and nothing happened. I had the event pop up on me. About 3 turns later, I got the message that Draginol had been taken out and the galaxy was safe. Yawn. Maybe a bug?
Something evil was growing on one of my planets. So I was told. But all that ever happened was I got a later message that The Evil Doo-Dah had been defeated. So nothing actually happened as far as I could tell.
At Normal, I'm kicking butt every time. At Challenging, my butt is getting kicked every time. Thinking Normal needs a **slight** tweak upwards. Maybe two if the first isn't enough. Optionally, lower the starting credits available to the Human Player. That seems to be the primary edge I'm getting is the ability to buy three colony ships and multiple factories to jump start the rest of the stuff while I rack up some early techs. Maybe 2000-2500 CR instead of 5000 C
4. Also, even though I understand the link to planetary defense, it seems completely illogical that ships in orbit around a planet cannot retain fleet groupings. This makes them less effective when defending a planet than when in deep space. This one really rubs me the wrong way. 5. need a [split fleet] button. Either I missed something, or either I can only merge existing fleets or I have to land them in orbit to get them to separate. 6. I was noticing in forums that starb
1. Make L and R arrow move to next planet or shipyard on the appropriate screens. 2. There are some issues I am having with selecting stacked ships and fleets. No matter how close I pay attention to the selected item in the context window, I press a key and something else moves. That might not be a quick fix though, and it could just be user error. 3. Add a [Launch All non-transport/colony ships] to the Orbit section of the Context Menu. Either that, or make it so that if
Any chance of making the L and R arrow keys move between shipyards or colonies when on the approriate screens? It's annoying to have to move mouse to top Right corner, click button, move mouse to other part of screen, make change, move mouse to upper right corner, repeat until Carpal Tunnel Syndrome sets in.
On a related topic, other UI tweaks I'd like to see: - A way to cycle between planets when they are selected in the context area without having to go through the pop-up list. This would make it very effective and easy to manage shipyard production. A simple L - R Arrow key combo would be enough. - When I access the starport build screen from the planet screen, 1. when I select a design and click [return to planet screen], the ship does not appear in the build queue.<b
I actually like the tons of techs that affect the game. You'll either be really good at one thing or so-so at a lot of them, and you may be forced to trade with AI players to remain competitive. I really *loved* the MOO-1 style, where you put in a required amount of points, and then it became random as to when it would be finished, so there was a point in researching multiple tech areas simultaneously. I also liked the random chance that your favorite tech might NOT appear for you i
I'm big on class names but not on individual ship names. Depends on what the final ship design sequence looks like as to how I name. Generally speaking, I'll name the class by mission and then by the Speed at which it moves. I was really big on this in SE4. examples: DD-5 (speed 5 Direct-Fire or balanced armament Destroyer) DDG-3A (Speed 3 Guided Missile-Destroyer, First Class Upgrade). DE-9D (Speed 9 Destroyer Escort - Point-defense primary weapons, Fo