Well Frogboy asked for it, so here is one way to beat the AI on version 1.06. First, pick a meditative sovereign so that you can always research spells. Two, ignore all spells other than summoning. Third, in level 1 spells, summon your critter and then research level 2 spells, so that you can summon the level 2 critter. Pretty soon, you have a wilding, a fire elemental, a golem, a familiar all in one mobile strike force. Level them all up by beati
Dahurian
Pressing "c" on the keyboard centers the map on the sovereign but you can't consistently do this with cities. Selecting the city while zoomed out and pressing 'c' does not center. At a specific zoom level, sometimes it works. I've set up four different games and the same non-centering occurs.
Ckessel, Your reaction to the Fionovar Tapestry is not unique. Several other readers have also mentioned that they had trouble immersing themselves in it. The key for me, was that it was a telling of a story that was conscious that it was a telling of a story. I thought it was a good attempt to apply the Hero with a Thousand Faces idea (http://en.wikipedia.org/wiki/The_Hero_with_a_Thousand_Faces) to a story. I think for this book, where and when you read it is
I normally divide my fantasy into seriously good stuff and seriously good schlock that doesn't challenge you too much. Under schlock, one could do no better than L.E. Moordesit's series on the Saga of Recluse. It is not your normal sword/sorcerer stuff but I think that it has a good treatment of the interplay between static and chaotic forces in our lives and how any one person needs to balance them in their lives. The good guys always win and our interpred hero is well...
Unfortunately, a clean re-install did not get rid of the 'string not found' in the Victory Options.
To install I simply downloaded from Stardock. I didn't realize I had to uninstall the beta. I'll give that a try and see if a fresh install has the same problem.
Here is a list of bugs in latest version just released on April 30 1) 'string not found' in shipyard and victory conditions panels 2) Drath Legion does not identify technology points for most of their unique technologies meaning that they will trade Disruptors II for Universal Translator because the Technology Points = 0 in the technology description (I've saved the game in case you need more information) Feel free to add, I'm sure the developers will get to these in the next versio
I just returned to the latest beta of Twilight of the Arnor after playing Sins of a Solar Empire and found that moving around the map and technology tree counter-intuitive. It had never bothered me in all my previous years of playing GC2 but after playing with the 'zoom to cursor' option in SSE, I find the clutch and grab way of moving around the GC2 map a bit cumbersome. It is likely too late but adding an option to 'zoom to cursor' would be great.
Necaradan666, Thanks for the help. I had the same problem and SDC wouldn't even update until I ran it as an administrator. I also had to run it as an administrator from the root directory as the shortcuts wouldn't work anymore either.
The new beta is great and I had a lot of fun playing the Altarians but I was disappointed that there was no building manager. Obsolete buildings are present in the building tree throughout the game and it really clutters up the building screen. One suggestion is to allow the player to select 'obsolete' like we do in the ship screen. This will allow the player to determine which buildings are obsolete when new technologies re researched or stolen.
I noticed this change right off as well. Some of my large hulled ships were costing me 100 bc per turn in maintenance. There were some good points with all this extra cost; 1) it made fleet management crucial, I had to insure that I destroyed obsolete designs 2) it made economic management an on going adventure as my Altarian war machine got going 3) it made the game much more difficult. I typically play on painful and I found it very challenging. The beta has had a roller c
I agree with the OP. I think the new invasion screen is a step backwards. I like the idea of a custom designed soldiers based on the original screen. Also the 'static' noise is really annoying as there is a blast of static out of your speakers after an invasion. If we can't change the screen, could we at least tone down the static. The rest of the game is so flowing, that the static is jarring and really began to bug me after a while.
Willy, Thanks but I tried the find and it didn't work. I'll just have to wait for the next beta.
I am posting this to see if anyone else has come across this particular lock up in the new version. The game 'turn' button disppears away. You can not select a new ship or planet or starbase but can use all the 'management' screens of technology, progress etc. If I do a quicksave and then reload, the turn button appears and I can proceed for three to four more turns before the same thing happens again. I'm wondering if anyone else has come across this. I don't want to lose this game
I just wanted to extend kudos to the graphics guys. The new planetary tiles look great! The ships likewise. I find myself zooming in to watch planets just because they are pretty. Great work guys.
The new technology tree is great! I love the right clicking to bring up more information. This was really helpful when I was playing the Iconian Refuge and was trying to figure how to do things like: 1) how do I improve my economy as Iconian Refuge? 2) how do I make bigger ships? 3) how can I improve my research potential? etc, etc. As I was doing this, I realized that with the new tech trees, it is like a brand new game. It was not overwhelming to me because I've pla
When GNN reports that something has finished on a planet, you can click go-to and you are sent to the planet screen. Could the galactic map also re-center on this planet please? I would like to be able to check the planet out and then check out the local systems. This is especially useful if the finished project on the planet gives it new capabilities. Great work guys, the new beta version is playing nicely.
First, lets talk about all the good stuff. I really like the new graphical tweaks, the game, already beautiful, looks great. I also like the individual technology trees and the wellness centers are great. In fact the new technology tree is much better than in the previous build. I also appreciate that if I take over a 'Aquatic World' but don't have the technology, I get zero production until I research it. Here are some suggestions for the next build and the Torians specifically,<b
Some more random bugs in the beta released today not yet reported above: 1) On a zoomed out map, asteroids with mining bases are still showing as white indicating that they are empty when in fact they have a mining base on them 2) Adjusting the technology development rate in the game setup appears to have no influence 3) Colonies upgrading improvements still show as being inactive in the zoomed out view 4) GNN reports indicate colonies now building nothing when they are
I'll be interested to see how the Arcean's do in the next build. Hopefully with the bugs fixed, they will be a bit more competitive.
The Arcean's have really gotten the short end of the stick in the new upgrade for their technology trees. Basically, their ability to use mining bases and starbases is greatly limited, similarly the ability to develop an economy is buried deep in the tree. So, it seems to me that the Arcean's are too 'proud' to worry about money. In compensation, their factories, etc, are cheaper but their production rates don't seem to be much greater. The upshot is that in small maps, they do okay.
I am finding the new technology trees a tad too complex. They are simply overwhelming me. For example, until I read the post by Draginol, I didn't realize the Arcean's didn't have a warp drive (they also don't have starbase mobilization technologies either). I have two suggestions that are simple enough to perhaps be included in TA: 1) include a more comprehensive description of the races in the Race selection screen. I'm thinking of something like one would read in a RPG style game
Two suggested tweaks, 1) Can the planetary improvements be colour coded or have some way to sort them? 2) When you click on the rally set point in the Shipyard, can it pop up there, rather than having to close the planet screen?
Kudos to the developer of this. I had a blast last night trying out this new feature. Just before the release of TA, I was wishing for wormwholes or some other way to get very fast ships for large maps. This fits the bill much nicer.
I've had the privilege to play Gal Civ for around four and a half years. I've recently been thinking about what has kept me playing Gal Civ for that many years when most games, even excellent ones like System Shock 2 or Bioshock, only hold my interest for about a month or so? So, I've put together a list of reasons of why I've kept playing this game through three OS's, multiple computers and innumerable games. 1. Artificial Intelligence The AI is good. Real good. In fact, i