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  • #16
    I dind't imply you weren't happy, I just made a general comment about being happy; sorry for any misunderstaning.

    Now for some questions:

    Is there a proper build queue for ships does anyone know like there is for buildings? Also, can you have the ships built automatically launch without having to create a rally point?

    Also, is there a GLOBAL governor or a way to default what you want for all colonies or new colonies or some selected colonies all at once - for instance, you want to switch off automatic terraforming or automatic upgrades of buildings - currently you have to do this manually for each new colony.

    Also, regarding ship design, is there a way when creating a new design to start with one of your current designs and then modify it? It appears to always clear the ship design when you go "new" and you don't appear to have any way of knowing of what exactly a current design consists of, nor can you appear to modify an existing design or use a current design as a basis for a new one.

    Also, is there any way down the track that class 0 planets become useful?

    Also, when playing other races (which can't be done in the demo), do they see some planets as a completely different class due to a different nature in their biological makeup? For instance, a class 0 to a human might be a class 15 to someone else.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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    • #17
      me sorry to
      great questions. i would like to see answers to all of them.

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      • #18
        Originally posted by The Rusty Gamer
        I dind't imply you weren't happy, I just made a general comment about being happy; sorry for any misunderstaning.

        Now for some questions:

        Is there a proper build queue for ships does anyone know like there is for buildings? Also, can you have the ships built automatically launch without having to create a rally point?
        No

        Also, is there a GLOBAL governor or a way to default what you want for all colonies or new colonies or some selected colonies all at once - for instance, you want to switch off automatic terraforming or automatic upgrades of buildings - currently you have to do this manually for each new colony.
        No, manually

        Also, regarding ship design, is there a way when creating a new design to start with one of your current designs and then modify it? It appears to always clear the ship design when you go "new" and you don't appear to have any way of knowing of what exactly a current design consists of, nor can you appear to modify an existing design or use a current design as a basis for a new one.
        Use upgrade.

        Also, is there any way down the track that class 0 planets become useful?
        The reason they excist it to be not useful.

        Also, when playing other races (which can't be done in the demo), do they see some planets as a completely different class due to a different nature in their biological makeup? For instance, a class 0 to a human might be a class 15 to someone else.
        no.

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        • #19
          Gosh Peet, that was a rather negative post.

          "Use upgrade" - when I do that, it still doesn't show what's in the ship already - you still have to start from scratch, instead of replacing things, which is annoying.
          Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
          Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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          • #20
            the extra's shouldn't be gone but the rest is indeed gone. Will be fixed with the 1.1 version where you can turn it off in the options.

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            • #21
              Which brings us back to the hope that they'll patch the demo.
              Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
              Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

              Comment


              • #22
                Also, is there any way down the track that class 0 planets become useful?
                Certain random events can make them useful, but there's no terraforming tech or similar that can do it.

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                • #23
                  I had a random event occur right at the end of my demo which made a class 0 planet useful and I won the vote to colonise it. Only trouble was, I thought I'd explored the whole universe and I still couldn't find it.
                  Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                  Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                  Comment


                  • #24
                    You automaticly get the planet. Already colonised.

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                    • #25
                      Never saw it. The demo ended just at that moment. Drats!

                      Just made another error. I didn't know what Ctrl-N actually did. I hoped it was a hotkey to find the next planet but instead it regenerated the universe. I hadn't saved the game since I'd loaded my save and didn't want to play through it all again.

                      Can someone tell me, does having extra farms, besides increasing pop cap, also increate pop growth?

                      Also, does the number of people on your planet make a difference to how well buildings function? It makes sense to me that it should.
                      Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                      Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                      Comment


                      • #26
                        Farms does not increase pop growth.

                        The population has no effect on your productivity, all they do is pay taxes, whine and fight wars.

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                        • #27
                          Originally posted by Gufnork
                          Farms does not increase pop growth.

                          The population has no effect on your productivity, all they do is pay taxes, whine and fight wars.
                          This doesn't seem right to me. There should be a "people factor" involved in production somehow.

                          Also, I think that farms should increase pop growth, only in the sense that population growth should speed up to half the pop cap and then slow down. So if you increase the pop cap, then you effect growth. What's the name of that graph that looks like a mountain? A binomial? Something like that. That's how I think population should grow.
                          Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                          Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                          Comment


                          • #28
                            Originally posted by Gufnork
                            Farms does not increase pop growth.

                            The population has no effect on your productivity, all they do is pay taxes, whine and fight wars.
                            Population definitely has an effect on productivity when it comes to Research...it may be different for Social or Military Production, I haven't experimented yet, but I know it effects research. If I colonize a planet and rush a bunch of labs, it doesn't do nearly as much research then as it does after the population has grown, even though I can build no more labs.

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                            • #29
                              Originally posted by Badtz Maru


                              Population definitely has an effect on productivity when it comes to Research...it may be different for Social or Military Production, I haven't experimented yet, but I know it effects research. If I colonize a planet and rush a bunch of labs, it doesn't do nearly as much research then as it does after the population has grown, even though I can build no more labs.
                              If so there was a change in 1.1 I'm unaware of. It didn't do it before.

                              It realistically doesn't need a people factor. It's the future, everything is almost completly automized.

                              I do agree with you on population growth, in fact there's a ton of factors it could take into account that it doesn't. As I've said many times before, the formulas in this game are horrible.

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                              • #30
                                In my eyes it doesn't make sense at all if you have more people you have more production. When your industrial capacity is at 100% then there is only one way to get it up. By upgrading your factories.

                                A pop growth could increase when you implent some health buildings in but farms shouldn't increase pop growth. And there are currently no type of health buildings.

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