I must be missing something. Are we talking about the mini-map in the upper right-hand corner? If so, use the "-" button above it to zoom out.
Aww_Nuts
Start with a medium or smaller map. Ensure that the "Habitable Planets" setting is on "Rare". I echo Wulfer and Moser's comments on diplomacy and trade. Study what techs the AI's research (and which ones they don't). Trade your techs for theirs and/or sell them to all takers. Know the tech tree and tech costs as your researched techs can be sold to all contacted AI's and minors for mucho bcs. Volumes of good info has been written so you might want to go to the websites that have this info.
Cari, Gal Civ programmer, is aware of the Terror Star crash problem. As a work-around you can save the game after all of your Terror Star attacks for a given turn. The game will then crash when you click the "Turn" button and then you reload the game from your save copy.
Here 'tis Littlewotts, www.radgametools.com :)
Littlewotts, I have the Bink player installed so I just double-click on whatever movie file I wish to play. Let me know if you need the Bink link. (Bink link sounds funny)
Welcome Raven, I got alot of good info from the "Orion Sector" click http://www.orionsector.com/pages/galciv/ The Guardians (your chosen empire) have some excellent info also. IMHO- The Research End movie is the best. You can play any of them by going to the "Movies" folder within the Gal Civ folder.
I had the same problem with 1.20 and used the fixes in this thread to correct: http://www.galciv.com/forum.asp?BID=GF&id=178533 [Message Edited]
I play with background music = off. I haven't had a crash from the music since. I have had a crash from using Terror Stars (special fx music = on). I reloaded some drivers per CariElf and it fixed the Terror Star problem (except for the planet victim, hehe).
I used Terror Stars in my last game and every time the game would crash to my Windows screen on the next turn. I saw this thread, followed all of the program/driver update procedures and it fixed my Terror Star crash problem. BTW, I'm using "Gal Civ v1.20". Many thanks CariElf!
I enjoyed the space marine battles (ship to ship and/or ship to starbase) of MOO2. It would be cool to take over someone's elses starbase, especially the resource type. Taking ship's is also good especially if they are ahead of yours techwise. If these have already been suggested in the myriad of Gal Civ2 threads, then my apologies.
Yes, it takes 8 freighters per planet. I usually pick a minor as my trading partner and then later switch off to the new minors who I can then trade my TGs for mucho bcs. The trade money they receive just keeps coming back to me via the trading of TGs. I protect their planets because it I receive both ends of my trade route (my gain and the minor's gain). Besides that, I know that any trade bcs are NOT going to my enemies (read as important).
I don't know if this is cheese but I usually pick 1 race as my main trading partner and then surround their 1-3 planets(galaxy set to rare) with freighters. Their ships can be launched but their enemies can't take their planets militarily (as long as I am not at war with my trading partner's enemies). Of course, they can still be culturally flipped but there are the usual ways of addressing that problem. Having the rare setting for habitable planets makes trade a large part of my econ
I still run MoM and keep an old computer around to run it and other older titles (MoO, Civ, Empire etc.). If you can get your hands on an older computer the original games work fine. Yes, it is an adjustment back to cheesy graphics et al.
I played MoM alot. I still go back and play it, now and then. I would purchase, the new version, online via download or in a store or whatever. One bug that needed fixing is the one on cities that produced more than 255 gold per turn would wrap the counter back around to zero. Some cities, rarely, could be tricked out to produce more than 255 gold and then you would have to back them down a bit or else lose their 255 gold/turn.
{imho on I couldn't agree more about the replayability of the original Civ games. I always thought that they should take the ending position in Civ and make it your starting position in a game of MOO. As you know, one of the ending scenarios in Civ was to build and launch a colonization ship into space. This is eerily similar to your starting position in MOO. The appeal would be that the better you played in Civ would equate to better MOO starting techs (and a better initial coloni
I definitely fall in Weyrleader's camp. I play the game for fun as I define the word fun. For me, one game in a large universe (rare planets) takes about 6-8 hours. I fiddle with the slider's alot. I try to get the Trade Goods and Wonders. I build out the planets. I usually don't create much militarily until Overlords or Excaliburs. I finish every game militarily and I don't culturally flip planets very often (rarely more than 0-1 per game). I like the Metaverse even though I w
How about having survey ships/Rangers gain experience from exploring anomalies. Either convert the experience into it's military areas (hit points, weapons etc.) or get more bang for it's buck in future anomaly explorations. One would think that exploring 10 or 20+ anomalies would make the ship's crew more experienced in the whole anomaly exploring endeavor. A veteran ship might be able to convert a "Waste of Time" anomaly into a "25% research gain".
I've only been playing a couple of months but here are a few thing I do: (1) Load your colony ships with 40 mil, rarely more to start. The initial one has 100 which can cause some more morale problems on a PQ 15 or 16. (2) After colonizing a planet build one or a couple of colony ships (this is after the initial colonization rush). (3) Build Soil Enrichment, Habitat, Banking, Entertainment Center as your initial social projects. (4) As the morale drop below 100 check to see if a