ProudCanadian

ProudCanadian

Joined Member # 1541019
4 Posts 27 Replies 791 Reputation

It would be cool if there were some morale penalties for conducting counter-espionage activities on your own planets (ie: deploying your spies on your own planets' tiles). Maybe this would only be an issue if you are using one of the advanced government types (Republic, Democracy, Federation).

1 Replies 3,234 Views

Download "SmartException" from www.stardock.com. It's a small utility that sits in your system tray. If GalCiv crashes it will record diagnostic info in a file that you can email to the programmers at Stardock.

7 Replies 5,936 Views

I started a new game on a small map at Tough level as the Iconians. I set all the other settings to random. I noticed very early on that my race had a Saintly morality rating. I had not had any random events yet at that point. Right from the start, my "tech completed" robot guy was white with green highlights, which I believe is the robot for a Good race. Is there a legitimate reason why the Iconians would not start as Neutral?

4 Replies 3,599 Views

Minor bug: When playing as the Iconians and you first obtain the Trade tech, you start with a Human-style freighter even though all the other ships are from a different ship-style set.

71 Replies 21,122 Views

And now the AI overcompensates by not building any factories and plastering econ buildings on nearly every tile. I don't think they are happy with less than 10 econs per planet any more, and it is rare to find more than 1-2 factories even on high PQ planets. Some have none at all. I didn't experience this in my current game (Tough level, each AI

71 Replies 21,122 Views

I have the problem of not being able to see the planet name either. The text area seems to have the color of whatever race you are playing as (Altarian in this case). Same problem here when playing at Iconians. The highlight makes the text underneath unreadable. Another minor bug. After played many turns I went to the screen that graph

71 Replies 21,122 Views

I am playing a game using 1.3 Beta 3X. When I have a high amount of research and could potentially discover multiple cheap advances in one turn, I still only seem to get a single advance with no "carry-over" to the next advance on the tech tree. However, the surplus seems to get banked somewhere, because I am still getting new cheap advances on the next turn even if I turn my tech spending to zero percent. Is this a change in 3X? I also put all my game settings on Random, including T

3 Replies 3,517 Views

This bug has existed since version 1.0, was reported many times and never been fixed. The "time to complete" estimate that is listed on the colony Build Queue is often incorrect (underestimated by one week). If you compare the Build Queue value to the value listed for that colony on the Planet/Ship List (list that sits on top of the main map on the left side of the screen) you will find that the Planet/Ship List is always correct. Please fix this irritating bug.

0 Replies 1,789 Views

How do you set the intelligence levels manually? On the game setup screen where you can choose which AI races are going to be your opponents in the game, you can click each one individually and set the intelligence (and other things too). I don't think you can change the AI intelligence after the game has begun. If you could, I'm sure that wou

16 Replies 36,112 Views

I was thinking that a cool new ship component would be a combat-only engine that would give an equipped ship a first strike if that ship/fleet is the attacker. A first strike doesn't allow the defenders to fire back for the free attack round. Just an idea for the add-on.

3 Replies 3,373 Views

Kryo, you are so right. I turned Ambient Light down to 5 and all the planets look really good now. I had no idea what that setting was used for until now, and I don't know why mine was set to 50. No wonder I couldn't see that lighting effect!

35 Replies 22,694 Views

1) If you attack a planet that only has one ship in orbit (or has an Orbital Fleet Manager and only enough ships for one fleet) you will see the shield (garrison) icon disappear from the planet in the background before the battle sequence is completed in the combat viewer if the attacker is going to win 2) If you attempt to invade a planet, you can see the influence lines change in the background before the invasion combat sequence is completed in the combat viewer if the invader is going to

0 Replies 1,475 Views

I didn't know what people were talking about with respect to the planet city lights until I looked REALLY close on some planets. I can see that there are lights on the side that faces away from the star. What confused me is that the "dark side" of each planet is not dark. If you add the realistic effect of city lights, shouldn't the side of the planet that faces away from its star be dark (except for the lights of course)? I'm sorry if this was already discussed before, but I've been away fr

35 Replies 22,694 Views

The list did not reset itself at all prior to 1.3, it would stay exactly where you were. That way you could move down the list and make any necessary changes. I understand that people who close the screen and come back to it would have a problem, but what has been done now has made it unusable for those of us who don't close the screen and come back to it.

8 Replies 5,377 Views

Open the Colonies List window (the one that sits on top of the main map on the left side of the screen). Make sure that the list contains enough colonies such that some of them are not visible unless you scroll down. Click on the ship production for the first colony listed at the top. When the ships list pops up to the right, choose a different ship to build and then click Done (or whatever the button is labeled to accept the change). The Colonies List will scroll away from the colony that y

8 Replies 5,377 Views

You should be able find the intelligence in Foreign Policy->Stats->Misc, ARRGGGHHH!!!! The Drengin are set to Normal and the rest are set to Fool! Well thanks for telling me where to find the AI Intelligence level. I'm still really irritated that I wasted time playing against a gimped AI. I definitely set the game difficulty to have all AI player

16 Replies 36,112 Views

And for the OP: I mentioned building scout/survey ships. I find them very usefull, because they usually get you a fortune in the beginning (15.000+ bc) and a lot of long term bonuses as well. Research sensors, take a Cargo Hull, put a survey module on it, 3+ basic life supports and fill the remaining space with engines. Build 2-3 of those ships and set them on Auto-Survey

23 Replies 16,903 Views

- On my planet view screen, I can often see that a ship will take X weeks or an improvement Y weeks to complete, while in the f2 overview (which I use more often) I will simultaneously see that the ship will take X+1 or X-1 and the improvement Y+1 or Y-1 weeks to complete. (Which is correct?) This has always been a GC2 bug. It was reported many

6 Replies 5,763 Views

and I played a LOT of turns before I realized that the AI wasn't doing anything (except the Drengin). Like I said, it was sort of a warm-up after not playing for a long time.

16 Replies 36,112 Views

Normal level is a below average AI. What was your size of sandbox and how many turns in the game did you play and what type of victory did you manage? + Normal scenario + all victory conditions disabled, so Conquest was the goal + Minor Races disabled + I checked the "use CPU intensive algorithms" + Huge galaxy + all 9 races

16 Replies 36,112 Views