Taking your improvements in order: I agree on the turn button. It also needs to be moved a little bit away from the mini-map. Several times I have clicked on the mini-map, with the mouse pointer clearly in the mini-map but near the edge and it has activated the turn end. Definitely need to have the logistic cost in the 1.1 ship designer. The visible path and number of turns have already been announced for 1.1 <br
Aglamarth
actually, on Intelligent the way the AI counters your Influence domination sometimes is a little crude. I have the impression it builds too many embassies on its planets so theres no more room left for good production, research or economy output per planet, and it builds too less influence starbases and takes too little regard t
Planet Quality value (not tile count) has 2 important effects: Morale and Max Population. However, an extra tile would be even better admittedly. I am not sure if this is a bug or intended to be a change from the original game.
This is a know problem when dealing with fleets or stacked ships. To be completely sure you do not have the previous fleet/ship selected, click on somthing else such as a planet or enemy ship. Thats the only work-around I have found that guarantees not giving multiple selections the new destination. The spacebar is the "pass" option for a given ship or hit tab or the "FIND" button to go to the next ship/fleet without giving the current one any orders. However, you will occasionally
The change I would like to see to the combat system, would be to allow an option at the start of the game: Defensive advantage: If checked, this option means that the defending fleet (or ship) fires first, instead of the attacking fleet. This would mean that there would be a slight advantage to being on the
Same problem for me. I also play on gigantic map.
No, they have different movies.
1. I haven't found a way to delete them their either. 2. You must choose to launch them with at least 1 person on it. There are no other choices.
Many techs give bonuses even the " lower" ones, such as diplomacy or trade. In these cases, you really want the lower tech also.
I have gotten about 5 colonizing events and 3 to 5 "random" events (some with ethic choices) per game that I have played. I did not think about the xeno ethics tech stopping them, but can't say that I have seen any of the ethic events after getting that technology.
You should get Kryo's Hull system mod that allows you to do a lot more things in the designer. According to this forum Link you should be able to do the 45 degree angle changes with that mod. You can find the mod in the LIBRARY.
Yes. It is very advantageous to have a large fleet of fast transports for this very reason. No need to sent them off individually against planets, just take out the smallest planets first (so you lose very little) and keep going for quite some time!
The skip leftover moves after auto-pilot setting appears to do nothing. At this time there appears to be no way to force autopilot moves during your turn. Its incredibly painful micro-management to have to watch every autopilot ship and take it off autopilot before it gets to its destination but that is the only choice to the player. Maybe they are planning on doing something about this in an upcoming patch, but I haven't seen anything about it.</f
Have to agree with those saying the amount of hit points one gains from experience is just too much. It should be slower and it should be capped at double the original hit points of the ship.
I can't figure out why the Minor Races build influence bases at all. They do not have any sphere of influence, nor have I ever heard of any of them being culturally converted. I think they sometimes build them to get more range for their ships, but I can't figure out why they would choose influence bases for that.
Early Lucky Rangers certainly effect the game a great deal. Mid to late game, their slow speed really keeps them from being all effective. My experience is similar to others in that they seem to come in waves. I have received 3 of them in the last year in my current game. (With the Universal Party luck bonus.)
T-Man, I did not use Stardock Central. After the patch was updated on the eighth (I saw a post in another thread stating this...you could not tell it from the download screen), I re-patched and it did not ask for the activation codes. Thanks for following up on this.
I think removing all non-pretty objets should be an option *after* you press upgrade. That is, you press upgrade and ship is as was before, but you can select "Remove ship parts" (or something better) to remove all the parts that do anything. That way people who only want to change small aspects of the ship can do so.
Troop Transports can also ferry population between planets and they have additional uses in the later game over colony ships.
I would love to see a technology that would open up a ship part ("flag bridge") that would give a bonus in logistics size to the fleet it is in. This may complicate things too much from a programming view point, however. Ideally you would only want to allow 1 of these to have an effect on a ship (though upgrades could make them better) and you would only want 1 ship in any fleet to have an effect on thats fleets logistics. The bonus on this would be
Ok, the problem has been corrected. A bug was introduced when doing an update to our database system. Anyway, to get everyone back on track, in Stardock Central, right click on Galactic Civilizations II and choose the option to "Activation Application (w/logging)". That should activate your serial number
Apparently you did not read any of the messages in this topic. The problem is not getting the patches with our serial numbers, but after installing the latest patch the game now will not load...it pops up an activation window that will not accept our serial numbers. This is a huge problem and I have not seen one post that actuall addre
I too have had the boxed retail version (non collectors) and have had no problems playing til I downloaded the latest patch. Now it wants me to activate Stardock product. What is going on? After doing some testing, it is definitely the new patch causing this. Reinstalling the software and only patching up to the d1 patch and everything works fine. Intall the x patch and it wants to do a stardock activation even though its a retail version.