Peace Phoenix

Peace Phoenix

Joined Member # 809893
0 Posts 497 Replies 12,580 Reputation

Frogboy (haven't seen a post yet) Well, Frogboy and Draginol are 2 different accounts for the same person. And Draginol has posted a new thread in the Galciv Dev journal

18 Replies 20,176 Views

[quote]Big thanks to Icho Tolot, but I also noticed a patch at galciv.de... one single exe file at 20MB !!! ... but Icho´s zipped files only peaks to approx. 200KB. What shall I do ? (Sorry, that´s really a newbie question... but I just want to go with the right patch [/quote] Icho Tolot has tranlsated all texts files for 1.20. The patch at galciv.de will allow you to have the expanded universe expandion and the latest version (or near) of the game. SO you should download the patch

29 Replies 6,051 Views

Or maybe use a different brightness for icon telling that a project is completed but there are still something in the queue and icon telling that project is completed and the queue is empty. Thta could be handy if there is a queue on research, ships building and planetary improvements

7 Replies 7,903 Views

do not understand why designers cannot escape from this planet-bound notion that ships must be built in or around a planet. This is probably like saying, every state has a car factory or a tank factory or an airplane factory. Not quite the same thing: you can travel in the various states without a car or without a plane.

10 Replies 9,879 Views

1hp damage for going over rated speed by 1 Silly question but how you determine this? about the maximal allowed speed for the ships? about the number of movements made this turn by the ships?

26 Replies 23,868 Views

AngleWyrm: looks interetsing, but don't forget two important things: - it mustn't be a too important burden for the player - the AI must be able to correctly handle it. And even if it is presented as an option for the player, the AI must still be able to correctly handle it in order to compete with players that decide to use this option.

26 Replies 23,868 Views

As for the multiple research projects, I am for it. In GC1 I used a lot of time managing my research output, especially in the early and late game, where the cost of each tech needed differed a lot. If the limit of max one tech/turn is removed, excess research is applied to the next project, and research projects can be queued, I can live with

25 Replies 18,202 Views

Silly question: were you in fullscreen mode? Of course, otherwise I would have no reason to use alt to get out of fullscreen mode then back in. Well, that is your problem: full

5 Replies 6,608 Views

all im sayin is it might be a cool game element Perhaps. But need to be tweaked to ensure it isn't too powerful: Moo1 has stargate in in tech tree. Coupled with the fact that ships can only move from one star to another, this means that if all of your stars where equipped with stargate, you could move all your fleet to the star that will be attacked b

10 Replies 15,113 Views

Firstly: I enjoyed GC1/AP, but I think the game was flawed by it's scope/UI. One of the main drawbacks of GC1/AP is IMHO the lack of empire overview. Have you tried the F9 Key in GC1/AP?

5 Replies 5,897 Views

except for alt-tab which crash Are you in fullscreen mode? Because ALT+TAB isn't supposed to work on fullscreen mode. I guess that Galciv II really need to detect the screen definition and launch itself first (or set defaukt pref.ini) to be windowed at screen resolution mode. <TABLE cellpadding=8 width="95%" a

12 Replies 17,330 Views

Also, why would it affect only attempts to attack a planet? As I said earlier, I could sent my ship to any side of the planet I was trying to attack but I could not attack the planet. Maybe because the planet isn't your influence zone (on the planet location, the planet has a greater influence than your, but not on surrou

11 Replies 7,160 Views

Well, don't forget that all suggestions made on planetary managament must take in account the fact that it should work when you own 20 or 40 planets even 100 (can happen in galciv I on gigantic galaxy, especillay if you go for a military without star destruction). It shouldn't become a micro-management nightmare. It should have a fun value since the game isn't targeted (unless I have missed something) at die-hard strategy fans. And the AI must be able to han

1 Replies 3,755 Views

[quote]However, in response to your second question.... I recall seeing an option while setting up a new game to disable minor civs on start , which if i understand it correctly will have the new galaxy created with just major civs, and the minor civs will only appear as rare random events.this should in turn allow you to build up a nice big empire and take the good systems so that you can handle the minor civs before the minor civs take to the stars (if you even get one of the random events th

3 Replies 3,508 Views

[quote]Are minor civs AI always set to normal?[/quote] I think that minor civ AI are always set to normal. Only the setting of the major AIs can be changed. See the minor AIs as a training ground against major AI. If you are able to deal with them and be the leader of the Galaxy, that means that you have understand some impportant games mechanisms that will allow you fight against moore intelligent major AI, since they know how to play the game and you are learning.

3 Replies 3,508 Views