Jack, At least not intentionally. They tended to end up on the sea floor.
magus
Oasis and Space Empires IV would be great additions. Space Empires V, when it comes out, would be even better.
Another example of a non-implemented tech. Beta 2 isn't really the place for these sorts of issues. Please read the "stickied" post near the top of the forum entitled: Galactic Civilizations II: Beta Schedule.
This is one tech that does work. You have to add the extended life support component to the ship before it receives the range increase.
As noted in my response to your post on colony ships: The colony ship is, at present, a special case and the player doesn't have the ability to really change the base ship. It doesn't follow the rules. :o
Many of the buildings are not yet in the game.
Most of the tech tree isn't even in the game and most of the techs in the game don't really do anything yet.
The colony ship, in the present state of the game, can not be built from scratch by the player. It stands to reason that attempting to upgrade it would be problematic if not impossible. Brad has mentioned that the initial colony ship will be brought in line with the game as things roll on. Probably in beta 3.
None of the planetary events seem to be working.
This sounds like one of the issues I ran into. Something causes the game to start creating zero-byte saved games. Once the problem starts the game is doomed.
I managed to play a few GC2 games over the weekend and here are the issues that I found: 1. When a planet is conquered a ship will be under construction at the planetary shipyard with 4294967295 turns remaining for completion. 2. Conquered races don't vanish from the diplomacy screen. They are still on the screen with an "At War" status. I didn't try to actually talk with the dead race. 3. Victory by conquest popup
Kloreep: The ability to launch other race's ships is a playtesting tool that will be removed eventually.
Just as a counter-balance. It worked flawlessly for me.
It's a known bug in the current beta. It has to do with how range is handled. We'll have to wait another week or so, for the next beta, before we find out whether it has been fixed.
Jack: Pretty much. Longer version: Brad has discoursed on the merits of Stardock's approach to early open betas on more than one occasion and I agree with him. It may cause some short-term grief and misunderstanding but the long-term benefits to both company and consumer are both far-reaching and tangible.
It's on the list to be fixed for beta 2 (this is beta 1 by the way) and beta 2 is supposed to be out after E3 which is the third week of May.
According the the lead developer trade won't be in until sometime around August. In addition the research system is incomplete. Please check the post that lays out the beta schedule at the top of this forum. For most games this would be considered an alpha release. It's not even close to feature complete.
The devs have also said that the way range is handled will be reworked. It seems to be pretty broken at present.
All the components aren't in place yet but as I understand the planned system it's more like your second example. You build a factory on a tile and that means that it's an industrial zone that you can upgrade in capacity and capability as you gain technology.
Jack, It appears to be a known problem with how range is handled. Unfortunately, unless Brad changes his mind, a fix won't be out untill late May. Brad said the next beta wouldn't be until E3 which is May 17-20. Range has been wonky to begin with but the real killer is that it goes to zero when restoring from a save.
My understanding, both from playing the game and things folks from Stardock have stated, is: Planets of class 10 in GC2 will be approximately the same, in terms of habitability, as planets of class 15 in GC1. The goal in GC2 is that planets with a class below 10 will still be useful / good to colonize and useability / planet class may be increased with the proper technological advances and / or planetary improvements. The big difference is that t
For the planet conflict issue. Wouldn't it be possible to have racial preferences overlap? Assuming the standard 20 point scale on planets (I'm assuming it's 20, as I've never seen higher than a 19 and 20 seems like a reasonable I've seen planet classes as high as 26 generated at the start of the game. I suppose the
With SmartException loaded if it catches a GalCiv crash it will drop a file in, by default, the root directory of the drive named GALCIV2.EXE.CRA. It's a text file with more debugging info and will help Stardock pinpoint what area of the code was the culprit.
Welcome back Jack.