I also prefer a no-weapons start. To me it makes sense that it would be easier to send out unarmed ships before developing militarily viable ones. same here
ProudCanadian
Perhaps the level includes a "dodge like crazy" option. "Take evasive action, Mr Sulu". Just remember: "You canna change the laws of physics!"
Have a seperate building that will act as a doomsday device destroyign the planet not just the colony! Bad idea. you could also have it that the bigger the colony the more time it takes to destroy so that a lev
In my current game, every enemy planet that I captured had a rediculous amount of Farms built on it. I'm talking about a class 9 planet with 5 or 6 farms! This AI behavior needs some tweaking.
I created a ship with attack of: 1 beam / 6 missile / 0 projectile In the attack sequence, I only see beams firing. I would like to see both ideally, but at the very least I should see missiles firing if I have the highest attack rating in Missile.
In GalCiv 1, 0% tax always gave you 100% morale. This does not seem to be the case in Beta 3. If this is not a bug, then we DO need details on what is causing lowered morale on the colonies.
There are some very tiny ship icons that are displayed in the Ships in Orbit list (shown in Starport view and also when you click on a planet). These icons are so small that it is virtually impossible to distinguish what kind of ship they represent. I propose that you add "tooltips" (hopefully you know what I mean...) that appear when you let the mouse hover over the icon for a second. We at least need to know what ship class we are looking at for our own ships.
The shipbuilding progress bar should ALWAYS be zeroed out when you choose to build Nothing. Right now, the progress bar continues to show the progress from the last ship you were constructing.
If you decommission the Shipyard on a colony, and that shipyard had previously had some progress on building a ship, the colony will permanently show a partially complete progress bar (on the Colonies List) even though the text says "No Shipyard".
I created a troop transport on a cargo hull that had 2 Transport modules. This did NOT increase the capacity from 1000 to 2000. If multiple modules to not increase the capacity, then you should be restricted to one module per ship.
On a number of my colonies, I have built a Starport and seen the initial production set to Defender. Defender ship model is not even in my list of ships. I believe this is happening on planets that I invaded and captured from another race. Newly created Starports should ALWAYS default to Starport Idle.
In GalCiv 1, there was a button somewhere in the colony management window to Destroy Colony. This MUST be included in GalCiv 2. When the AI stupidly colonizes low PQ worlds (like PQ 2 worlds!!) we need the ability to invade them and then destroy the worthless colony. - Proud Canadian
The Banking improvement is superior to Marketplace in all respects. Getting the tech advance that allows Banking should make Marketplace obsolete. Also, there should be an option to upgrade a Marketplace to a Bank. - Proud Canadian
Some of my colonies are on planets that are mostly water, based on the colony view picture. However, when I click on individual water tiles, many are listed as land types (Mountain, Prairie, Desert, etc.). This should be addressed.
I had two ships that were accumulating experience levels from combat. The base ship model has these stats: ATTACK: 0/6/0 DEFENSE: 0/0/0 At level 2, the ship has: ATTACK: 0/6/0 DEFENSE: 1/1/1 At level 4, the ship has: ATTACK: 0/6/0 DEFENSE: 2/2/2 My problem with this is the fact that no defense equipment exists on that ship model. Should experience improve "zero stat" slots on a ship? And why didn't my attack of 6 in Missiles ever improve
I looked into this some more. This seems to happen every time I rename a ship. To reproduce this, simply rename one of your ships and then move it around over the next several turns. The graphic will never move again (unless you save and reload).
I gave one of my ships a move order, and the blue circle (the one indicating the destination) moved, but the ship graphic did not. This went on for several turns. Symptoms were: 1) The ship behaves normally in all ways EXCEPT that it is now "invisible" because its graphic is back in the position it occupied several turns earlier. 2) The blue destination circle is the only thing that tells me where my ship is located now 3) Clicking on the original graphic (the one that doesn
Yep, I'm seeing this also.
I have consistently experienced these related problems when loading a saved game: 1) If an "obsolete" planet improvement is in a colony build queue (example: Basic Lab, after you have Research Lab available) when you save the game, on a game load that colony's build queue will become bugged and the current build order will say "0 Turns" forever. WORKAROUND: Manually delete ALL items from the build queue. 2) If an upgrade order to a planet improvement is in a colony build q
My guess is right before the turn button dissappeared... he clicked it.. haha! I like a dry sense of humor. Seriously though, I have also experienced this. Quitting and reloading the last saved game fixed it in my case. I couldn't think of anything I did to cause the problem, a
I proposed this a while back, and one of the Stardock guys have added it to the list of requested features. Link here: https://www.galciv2.com/Forums.aspx?ForumID=274&AID=85321#656399
I have the same problem. It seems to have been hardcoded for a 1024x768 resolution.
Both good ideas!
Did you download the multimedia package as well as the core game package?
PC and PCM, Have you tried a complete uninstall/install yet? Already done complete uninstall/reinstall twice before I narrowed my problem down to the ship upgrade problem that I reported.