The game should start at 0AH. "After Hyperdrive" Or Post Hyperdrive, or 2AH if you want to count from the time the humans sent the hyperdrive schematics, or whatever. Another good one. The week/year is no longe
ProudCanadian
I've seen some other posts about this, so I know this problem is affecting other people too. Why are old ship models from previous games leaking into a new game? Shouldn't ship models be completely encapsulated within the saved game file, and only make it into (a) computer memory while playing, and (b) temp files while playing? It seems pretty bizarre that I find a shared folder where new games will conflict with old ones: \My Games\GalCiv2\ships I have some habits (perhaps a
If it is anything like the GalCiv I beta, there will be loud posts insisting that the final game is doomed (anyone here remember the last GalCiv I public beta?) needless to say, the transformation that occurs between the final game and release can be significant. I would be pretty happy with a STABILIZED version of what we are already testing,
Or just "tick 35.1922 after contact". Granted, the short form "35.1922AC" would read somewhat like the output of a power supply Yeah, that's what I'm talking about. I don't want Stardock to make a big effort out of this, but just a change to the date format and terminology to remove the cheese factor. I like the "After Contact (AC)" term.
bug? I played as the Torian on a Gigantic map in my current game. I found that the initial Survey Ship (my flagship) had a HUGE scanning range. It seemed to be absurdly large for the start of the game. Is this a bug, or by design?
bug? Does having the "Minimum Constructor speed" council vote make sense anymore? In the early game, there is just no way to design a constructor with a speed of 5 or more, due to size constraints.
bug? The AI in my current game colonized a planet with a PQ of 5, when there was a planet with PQ of 16 just 2 squares away. Why!?! It was a completely open area of space with no threat to that AI, and no reason for it to ignore the good planet. Even with minimum scanner range, it had to be able to see it.
anomoly bug: The "+2 DEFENSE" reward anomoly doesn't actually give your ship anything
Bug in ship launch interface: Do the following - Build a colony ship on a planet - When the ship is completed, you must go to the planet via the turn build summary list by clicking the Go To Planet button - Select the colony ship - Click the Launch button. Nothing happens. Click it 3 more times (with no apparent result) - Exit this window. - Use the blue "ship built" icon to get back to that planet - Launch the colony ship, and set the number of popu
bug?: When I zoom out to the "icons" level on the main map, the stars are just colored circles. Shouldn't they be filled in with the color?
I like the "Word On the Street" thing in the colony details window. It gives you a sense of how the colonists are feeling. My complaint is with the numeric ages. They are based on the lifespan of a Human. A colonist of age 80 is considered "elderly", but when I play as the Torian, should age 80 be elderly? Can a Torian even live that long? WHO CARES? Please replace the numeric ages with age category strings, like the following: "young child" "youth" "young adult"<
I have been ignoring the little game date thing up in the corner until now, but I noticed it last night. It said something like "JAN 1 2255". I was playing as the Torian, and it occurred to me how cheesy that was. Unless the Torian race had their own Julius Caesar, they probably wouldn't have a month of JULY, or months at all for that matter, since months are roughly based on the Terran lunar cycle. Not convinced yet? The 12 months/per cycle in the game are a Roman/Christian calendar, and i
The Rally Point options sound great. I hated rally points in GC1. Maybe I missed something, but I couldn't find a way in GC1 to just MOVE an existing Rally Point. The outcome I wanted was "everything pointing at Rally Point X should continue as usual, but I am moving the location of Rally Point X". It sounds like the new features will let me do that.
There are cheats built into the game. I think you have to enable the "Cheats" checkbox in the Options menu, which unlocks a bunch of hotkeys. I think they are like CTRL+A, CTRL+B, etc. I don't remember for sure, but there was a post in these forum quite a while back that listed them all.
I totally agree with this. Its really annoying to have all the old gear still in the list. Maybe if you get, say Laser IV, then Laser I to Laser III should not show up anymore.
It did have an attack value in Gal Civ 1. Not true. Your survey ship had an attack of 0 until you found space junk that gave it an attack upgrade.
I think this is related to both: a) Obsoleting Ships b) Upgrading Ships Try playing a game where every ship design is a new "from scratch" design. Never obsolete, never upgrade. It sucks, but it may work.
I understand better why I have seen lots of surrender in the beginning of the game, even if no troops transporter were available Now that just isn't right. The AI should have at least one race they have bad relations with who have constructed some transports before they give up.
Oh Lowa. You poor poor freak.
Oh no! You can't rename star systems? I love doing that! I think that was just an oversight. It will probably get implemented later.
Civ 4 is the reason why I didn't do any beta testing last week. It is terribly addictive. I was pleasantly surprised to see that Civ 4 and GalCiv 2 both share a similar "zoom to whatever level you like" interface. I like it a lot in both games.
Orbital Fleet Controller Illogical Oh yeah? YOU'RE ILLOGICAL!
We need more Xenobiology Techs for making Space Sharks! You Son of a B*tch!
Yep, Popup Target is right. I got confused by the same thing until I had the large hulls available. On Small and Tiny hulls you will see some techs that look like duplicates for cost/size/power.