Well I have all the latest updates, so if it is an upgrade issue, the problem is in SD, as I have used SD for installing AP and upgrading both AP and GC. And the GC directory does not contain a GCTech.TECH file, this files is correctly placed in the GC\Data directory, the AP directory does include a GCTech.TECH file, witch is the one not beeing used, and that dosn't include Basic Logistics. Does anyone else have a misplaced GCTech.TECH file in their AP directory?
Martin the Dane
Hmm. I thought that image was a sort of starsystem view. But now I see that the it does not seem to be so. Just as angelscotboi, I don't like to see a GC2 where planets are floating free in the galaxy. What I would like to se is planets and astereoid-fields orbiting stars. On a galactic scale planets are to small to be noticed, even stars are minescule, only gas-clouds and star-systems have any significant extent. So what's the difference between orbiting planets and astereoids, and the
Thanks JavaScout! The AP spesific ships: Paladin, Vampire, Sovereign, and Wraith, are missing. I have compared the .tech-files of AP and GC, there are a few differences, but as far as I can se AP uses the .tech-file found in the GC data directory, not the one in the AP directory.
Thanks for the link PP, unfortunately the list does not detail the changes to the gameplay. I might have found a bug in AP, in my instalation of AP I have a GCTech.TECH file in ...\Stardock\AtarianProphecy directory, the game however does not use this file but uses the one found in Data directory of the orikginal game. The files are slightly different. In the AP-version two techs require "Hyper Warp" in stead of "1D Phasing" and "Basic Logistics" is not pressent.
JavaScout, nice site, but will you update the site to AP and GC 1.22?
Btw. where do I find the version history for the latest update (1.22/1.52)?
Hmm seems at least one of the mayor (imo) bugs are still there: The incorrect reserach point calculation. I was trying to finish a galactic wonder and a research project on the same turn, so I tveaked the sliders until I got what I wanted, or rather until the status showed that I would get it. But no I did not get the research project, so now I hvae to either waite another turn wasting research or reload and try again. Will this bug be fixed or will we have to live with it?
[quote]Btw - we do not have in GalCiv today any indication about what was the 'home planet' of our ships. I guess this is something to add in the wish list for GC2.[/quote] I'd preffer to see it in the next patch. :HOT:
[quote]8) super combat transports with higher troop carrying capabilities[/quote] Why? you can just stack them. If I was to send an invasion fleet through a hostile galaxy I would never send all of my troopes on the same ship, I would spread them out, possibly use different routs. Many small targets are harder to hit, and I dont think there would be much of an economical benefit in building one huge transport as oposed to many smaller. What I would like is simple interface, good ove
As to preorder: What do you guys call totalgaming.net? LOL
I have stopped using auto-survey altogether, but I have an question that might point to why it passes by an anomaly enroute to another. Does the survey-ship reevaluate each turn to se it a new anomaly has been discovered closer to it's pressent possition then the one it's currently enroute to? And what happends when te anomaly the ship is enroute to disapeares, either due to a reload or it being investigated by another survey-ship?
[quote]Question is when would you get admirals, at random would you always have a certain number ie as soon as an admiral dies a new one is promoted.[/quote] You would start off with a few, their stats (bonuses) being randomly generated and not very good. Over time the number and quality of your admirals should change acording to the size of your fleet and the experience of captains and admirals. Lower level oficers should be promoted based on the need of the fleet and their experience.
2D vs. 3D: I have played several 3x and 4x space strategy games that use a sort of 3D map, the latest being MoO3. I don’t think it adds to the fun-factor, but it sure makes time-estimates by sight impossible. IT can be quite entertaining to try to send a fleet to the nearest solar system only to discover that it is in fact a quarter of the way across the galaxy. (Luckily they use star-lanes for travel) On the other hand, 3D combat is quite fun, but the actual battles and how they are fo
I just started a MOO3 game again after reading this and a few other threads, and patching the game. I now know what I don’t like about MOO3 and some of what I do like. So what's the problem IMO? Too much detail with no reason other than adding complexity to the game mechanism. The game is a micro-managing hell, and has no macro-management tools. Let's say I figure I need a planet capturing TF I have to go in and design the various ships needed, (or accept the mediocre designs the AI
You are right Peace Phoenix your simple formula would solve the problem, let's hope SD adopts it.
The turns to complete numbers displayed are not correct. An excample: if a planet is producing Soil Enhancement costing 50 and the planet has a social production of 10, the turns to complete number shows 5 not 4 as it should. This is the same as has been the case in all builds I have tried. But it's stil very anoying, as I'll have to check each planet to make sure I do not miss the completion with one or two production-units. And the planet list is a bit sluggish on updating the numbers
Just notced a save-game isue. I just played through the first mission in the campaign, and desided to play a few turns of a non-campaign game (AP) then when I wanted to save the game a few turns later I noticed that the victory condition said "Special" when clicking the explain-button, I got a blank campaign victory condition box. My guess is that the game loadin mechanism, does not check for campaign/non-campaign games. When I played the campaign I did not win on the first try (I loade
Oh and another thing, the colors on the minimap are off. One of my ships is Altarian-blue and not white (ought to be dark blue as my planets and bases). I have seen other color mess-ups. I play 1.51 [Message Edited]
Argh, the "disapearing anomalities on reload"-bug is still there. I was playing the AP campaign and had my survey-ship sittin next to two anomalities, an "unexplained" and some "space-junk". Upon reload the "unexplained" was gone.
Hmm... interesting. This morning I was thinking of ways to reduce micromanagement in GaalCiv, and could not remember witch game let you build more than one ship each turn (Thank's iCapn for the answer too that question). My suggestion is to have a build-que for militarry as well (and let it default to the last built item if the list was empty) and let any excess production carry over to the next item. If this item is also completed let it be built. When the social que is empty the exces
[quote]Anyway the distribution is by percentage so diverting a sum like 100bc from one area to another is not, without a load of trial and error, possible. What I'm saying is that is should be possible to do just that. [/quote] Hear, hear! I think for a non-micromanage game, there is far to much mincromanagement, and it's far do difficult to do. What I mean is: There are so much wasted BC on production and research that in it is important to use a significant part of the ti
[quote]If the amount of research left to acquire the next tech could simply be DISPLAYED in the Econ tab, the other number I need, actual research dollars for the next turn, is already there, in the upper-right corner, so it would be a simple matter of raising the research slider until the two numbers matched.[/quote] Well as Peace Phoenix said: it's the free research that screws the ETA, but it would be helpfull to have those numbers. That way you could make a reasonable estimate on th
I have two questions: Why does feeding your pop to the life-force converter make people happy? And how come that for some events chosing the netural option is worse than the good option. Ex. for the ice-cap event, I had a -5% prod for good and a -20% prod for neutral. Guess witch one I took.... I have had similar things happen with the bug-war event.
[quote]Well, I guess it depends on what do the governors in the different 4X games. In Galciv, they are just a building queue. They have no initiative.[/quote] Then where is the military build que/govenor? I know 4 militarry govonors would not be much use, but let us que up a few ships to build on a given planet.
No starbases are production facilites, and special resource mining facilites, not mining colonies. What I'm thinking of is a system where a player could mine say He3 on gas-giant. This would help production and the economy, by making fusion plants cheaper to operate. Or a planet could be rich on xium, which is requred to build gravity generators. What I'd like to se is a less bc dependant economy, where resources play a more important part, must be mined, and protected.