Where is real information on this upcoming game? The trailer is great, but I want to know if it has Sword of the Stars level combat, or just another number crunching engine with (mark 1, mark 2, etc.) same-old-same weapon & defense systems...?
Mordachai
Frogboy - if you choose the "Alpha" testers route, then one thing that may assist you is to get an agreement from your testers that they run and send you the SmartException reports - perhaps it could even be configured to auto-send for crashes out of GalCiv2? I certainly had a number of CTDs, and sent a couple of smart exception reports without hearing anything back... not sure if the address SmartException provided got the reports to the right place. 1.11 still has the occ
Raywind's idea could be expanded to be simply: updgrade all components on this ship to their current, highest-tech equivalents. Hence, my hyperdrive I's would be replaced by IIs, and my Phasor 2's with Phasor 3s, etc. This would put me in the edit mode for the ship, and wouldn't allow me to hit "save" until I had the space back down within limits (it may already be, but sometimes upgrading all components would cause the space used to exceed the current hull limits). Opening into edi
I've yet to see an "official" response to this question. In my "unofficial" experience of many games, it has consistently been that the influence starbase projects its own influence (1 - above), and NOTHING ELSE. I do not believe that it has any relationship to its "starbase zone". None. Think of it as another planet, generating its own influence, based not on pop, but on upgrades that you place in it. <img src="http://images.stardock.com/gc2/T_DL/smiles/Cool
Software design is really a matter of "Abandoned in working order". Software is *NEVER* done. If every bit of software addressed every "bug" at the level indicated above, then we'd be looking to seeing our grandchildren playing a "perfect" version of GalCiv2. I have no doubt that Stardocks's devs have seen many, many lists like this one, and have done their best to distinguish the really annoying ones that should be fixed and others that although annoying, are the sort of annoying t
Here's another mechanism for #2 - just allow me to queue military production on all planets, even if they don't have a starport - then show the #turns til completed to never, until the SP is on-line. Then I can queue things up so that when the SP comes online, it just gets started w/o my having to intervene further.
I second #3 - I'll open those windows if I need them, but for a reloaded game, its just a nuisance. I second #4 - I too have suggested this b4. I second #5 - This would be great!!!! #2 could be cool - but here's a simpler thought: Alert me when a starport is completed - I *always* want to know when a starport is available (in addition to knowing when the queue is empty), as that is the time to queue military production - and failing to do so is just throwing money away! ugh
probably, No118, but as Tue and Edna point out, then make the min. setting 1, instead of the illegal and useless 0. D'oh!
Sound fund to me :
I'd love to see that feature myself.
A planet's PQ gives an absolute pop cap. This cap is generally very high, except on very low PQ worlds (6 and lower). Farms raise the usable pop cap, but do NOT increase growth rate (that's based on happiness levels & racial & cultural bonuses). I agree with the poster who indicated that you need approx 1 entertainment center / farm (the base pop doesn't need an entertainment center). However, such things are guide-lines only- and vary according to circumstances (what te
I"m with Marshall - I like them diplomacy bonuses. Nothing like selling trade goods for maximal profit to the minor races (who won't get much benefit from them, but who pay top dollar for them). Plus helps me delay the inevitable hostilities so that I can get my econ cranking.
I just wanted to say that the "rush to neutral" is, imo, a very valid strategy (if a bit cheesy). I would go so far as to say its out of balance. Neutral is just soooo much better than the other alignments. Here's what I do: Build up a basic economy, colonising using the evil option everytime (completely for the cheesy bonuses). Research my but off til I get to choose neutral (the 10bc / mo is a trival cost, no matter how many months I'm in debt - there's
Yeah, I see that problem too. This is more like a memory overwrite error - pure junk where the minimap should be (noise). I'll link the image tomorrow - gotta crash now : P
Hmm... nobody's responded. One thing to add is that when this happens, if I exit & restart the game, it doesn't reappear for some random length of time. So its not a show-stopper, but its definitely repeatable.
Hmm... I'd post an image, but I don't have anyplace to upload the image too (I'll check back in a bit to see if anyone's given me advice on that issue)... But suffice it to say that fairly commonly my main interface "glitches" in one way or another. Usually its either the current graph that goes nuts, or the minimap. Just now it was the minimap. This is moments after loading and resuming a new game, in the latest build. Anyone else experience this?
Too bad the local governor doesn't qutue upgrades of your existing science centers to the NLCs... you have to manually tell every planet, every square, to upgrade to an NLC. Also, you sure that Neutral gives weapons? My understanding is that it gives morale boost, NLCs, and the neutral temple (which gives you a % of all tourism cash from all competing nations).
For what its worth, I think its a pretty cool idea - raw, as you yourself indicate, but an idea that could be refined and implemented at some point. All of the "but there's only so much development resources" is certainly true... Ah, finding the balance. : ) I think the original poster and everyone else should be encouraged to post - no, no more features are about to be added of this scale, but who knows - maybe GC3 will in fact have this as a major new innovation? I for
I would like to add my 2c in favor of a "history log" where i could review each turn's (and possibly former turns') events.
Sounds like you've got a glitch on your install? Are you running the beta, or the initial release? I'm running the latest beta, and I consistently get 1-5 (very random) planets per star (and some planets orbiting a dead star). I use abundant habitables, rare planets, uncommon stars.
If I could be level-headed for just a min... The combat-zoom is probably the graphics he's having issue with, and with all due honor to those who point out his childishness and general lack of respect, those graphics are not better than HW1, HW2, etc. They're decent (although the analogy of bathtub bumper boats is a good one), they're not anything to get excited about. It would be sweet, like way, way sweet, to see an excellent game such as GC2 have at the tactical level t
I think Edna's second - clarifying post - is the explanation you're looking for. The drop in pop = drop in $$, which means your factories are underfunded, which leads to longer build times. I guess unlike moo and some other games, GC2 doesn't have inherent industrial output from pop.
The reason that this is confusing, is that although it doesn't obsolete the older model automatically, it *does* switch all starports to producing the newer moderl automatically! So it seems to me, that it should do one or ther other - just be consistent. Either "upgrade" really means "make a new model based on the old model" or it means "replace this model with a newer model". Having it 1/2 way is confusing. And if it
Noob Question: Where do I find this "journal" or "history"? I've got SDC (stardock central) - but there is no history tab, or button, or etc. Nor is there is a Journal tab, button, etc. Right-clicking on the game in SDC doesn't have a journal/history, etc. Sorry, I'm sure i'm staring at it and just not seeing the tree for the forest... : )