I noticed when I did a complete reinstall the custom race no longer had an increadible number of tech points to spend That was changed from v0.28 to v0.31
ProudCanadian
I love moi-meme's idea!
I think I saw this too. On a reload, the game centered on Earth, but I was not playing the Humans.
So why should it be so unbelievable in a game? Its not unbelievable, but its also not fun. If the best engine is always the newest one, then why bother having a list of engines to choose from in the ship design screen? You might as well replace it with a +/- control to choose how many engines you want on the hull.
Engines are totally unbalanced. As you get new technologies that allow new engine types, the old engine types become completely obsolete. I would like to see other players opinions on how to make this better. When a higher tech-level engine comes available, what difference should we see for the engine stats? - engine price (higher or lower?) - engine size (bigger or smaller?) - engine Moves per Turn (what engine types should go faster than 1/turn?) - anythin
It seems that doing an Upgrade on an existing ship design (your design OR a built-in design) causes some kind of corruption in the game files for Beta 3 v0.31. This manifests itself as a Crash to Desktop immediately after you try to run GalCiv 2. This can be avoided by NEVER UPGRADING ship designs. Always create a brand new ship design instead. -Proud Canadian
Please put in a colony tile graphic for Reserach Academies! If you upgrade to that, the colony tile becomes invisible (you can see only the colony terrain) and you can't find your academies anymore.
Check out this link Jack, it may be the fix to your problem: https://www.galciv2.com/Forums.aspx?ForumID=162&AID=85407
You can research larger Captial Ship hulls, but I haven't played a game far enough to see if you can ever get larger cargo hulls. Maybe the large capital ship hulls end up filling that role later in the game?
Hi guys, I think there are two problems being identified here: 1) Mines should NOT be considered obsolete when you get Factories. Mines are supposed to upgrade to Deep Core Mines (which I haven't seen yet). Mines also gain bonuses from "boulder" planet tiles, and Factories do not (they gain bonus from the lightning bolt). 2) The upgrade bug. In Beta 2, if you had a Starport upgrade in a build queue when you saved the game, reloading the game would do two things: a) the
Hey Jack, I submitted a related comment about the Find button. Build 0.31 (and those before it) doesn't have a clear visual indication of whether or not there are ships with movement points remaining. I remember one of the old Sid Meier games (can't remember if it was a Civ game or Alpha Centauri) would have something flash on the bottom of the screen when all your ships with movement points have moved. Also, after all the units with movement have either moved or skipped that turn
I made a custom race where I chose the third level of Research bonus (+50% Research) for 4 race points, I believe. In-game, I managed to get about 5 planets colonized fairly quickly. I built about 3 Basic Labs on each planet before I started any research. At that point, I put 100% of my resources into research. I was getting a new Tech advance EVERY TURN for about 15-20 turns, and then I was getting advances every 2 turns for many more turns. My question: Is this +50% Research boo
I started a custom race game with the Squid-head guys picture. When the game started, All my planets were assigned the Human "blue shield" icon instead of the Squid's icon. This got very confusing, since the Human AI team started the game next to me, and also had their "blue shield" icon for their planets. This was the second custom race game that I played in a row as the Squid-heads. Before I started the second game, the only race settings I edited were race attributes and startin
I have yet to see a yellow tile on a class 10 or less planet. I think the lowest class I have seen them may have been a class 13. Same here.
As you get newer and newer engines via new technologies, the old ones become totally useless. Nothing about the older engines is better: size, price or speed. If this is how it was intended, why not just remove the old engines from the list as soon as the new ones are available? I would prefer to see the old engines have SOME advantage. Maybe significantly lower COST compared to newer engine types?
If you quit the game, then try to run it again, you may get this following crash popup: Microsoft Visual C++ Runtime Library exception blah blah blah... You may never be able to launch the game again, unless you do the following: Go to this folder: C:\Program Files\Stardock\TotalGaming.net\GalCiv2\Data Delete all files with this extension: .shipclass Go to this folder: C:\Documents and Settings\YOURNAMEHERE\My Documents\My
I use the FIND button to locate ships that have moves left. In many cases, I want a ship to "skip" its turn and stay put. In GalCiv 1, I pressed the spacebar to make a ship skip its turn and waste its movement points. After all my ships had moved, pressing FIND made a different sound and the cursor changed, to indicate that all ships had moved. Also, all ships with auto-pilot moves would that their turns. This functionality does not seem to work the same in GalCiv 2, but I think it
In my current game, a battle damaged ship returned to a friendly planet for repairs. When I launched it a couple turns later, it had repaired up to 13/12 hitpoints.
We seem to start the game with Constructors, but never seem to get Constructor modules (at least I didn't get them yet). The Constructor seems to be a special case ship that you can't custom build from components. This should be corrected by supplying a Constructor module for the cargo hull.
When you first get a new hull type (Medium Hull for instance), it is not immediately shown on the Ship Design screen. This appears to be a refresh problem, because if you manually click another component tab, then click the Hull tab again, it will refresh and now show all available Hull types.
Once I got Factories, I was never able to build Mines again (they disappeared from the social project list). Is this how it is supposed to work. I thought Mines produced a lot more than Factories?
When you click on an existing starbase, there is not enough information displayed. One important item, is the type of resource it is mining. In general, a lot more info should be provided about a starbase when you query it.
I chose the squid-head guys graphics in a custom race. A couple turns into the new game, I was already listed as a Demonic morality race (not Neutral as I should have been) in a quartly report. Custom races should start Neutral, shouldn't they?
If you use the Quick Build List from the Colony List to change ship production, the Colony List display does not get refreshed (to show the new ship model you just chose to build). You have to manually close the Colony List, then reopen it to force it to refresh.
The ship stats display in the Quick Build List needs to be redesigned from its current GalCiv 1 format. The 3 types of attack and defense are not shown. May be other things missing too.