Ok, i solved the problem. Just uninstall and reinstall the game didn't work. But after uninstall stardock central and deleting all folder and reinstaling stardock central i got the correct updated version list of the game. Don't know why this happened. But at least it works now
calmon
I never had a problem with Stardock and i've bought GalCiv1 + 2 and now DA. But now i've something strange: On my PC at home i've a perfect installation of GalCiv2 Dark Avatar beta 2b. But on my laptop stardock only bring up 0.20.026 as available download (updated 8th dec. 2006). When i install this the version don't work correct. The only difference between my laptop and home pc is that i use a proxy for my laptop to download. But that proxy connection works right (i
Just to clarify: Outsite of a battle the display for weapoms says 1/1/1, inside a battle (when showing fleet battles) the display where the weapon symbols shown says 0/0/0. It seems say count different.
I've the United Planet Law active which gives all Transports +1 of each Weapons. The Transport Displays shows 1/1/1 but they never do any damage. I had a fight between 2 Transport Fleets and they did no damage each other (and there was absolute 0 defence, no starbase protection nothing!). The Fight runs in the battleround limit.
I've to step back from my own bug report. I double checked it and all the colonizer have the correct tech. In my first test tech trading was off and even with the best spies i didn't see the techs completly. The spy report (in later game) and the really fast colonize from the AI (in early game) let me believe they didn't have the tech. (No super ability that would help). But with tech trading on i see that see just research it really fast. Sorry for my mistake. Next t
Sorry, i don't meant conquer. I should be colonize. The bug is that they colonize worlds without having the tech and that shouldn't be possible.
Title says all. AI conquer all the special worlds but don't have the tech to do it.
The Counter-Espionage tech is a non-tradeable technology. This is the reason it doesn't show up in the listbox, and the reason you do not get it when you accept the trade. I found and fixed the problem in the code where it slipped through and was offered up for trade. So it'll be in the next build of the game. Thanks for tracking it down and giving us feedback!
Its clearly a bug. You can also get the other super abilities, i just got 'colonize barren worlds' by conquering an enemy planet.
Yes, good idea with the emails! Some quick math (100 / 5) shows that we need at least %20 to be able to win. Maybe it's time to start informing the Civilization and Master of Orion boards? Thats not true, there are more then 5 games possible. You've to add it manualy at the end of the site. My vote for example goes to domi
After pressing 'reset' button on the race ability screen you got full 10 points AND some special abilites. Here is the list: The Loosers: Human 10 ablity points, 6% logistics Arcean 10 ablity points, 7% logistics Nothing special here, just the 10 points Some with nice bonus: Yor 10 ability points, 8% logistics, 25% miniaturization Thalan 10 ablity points, 6% logistics, 10% miniaturization Drengin
They have (written into the AI) A negative factor in every relationship (isn't shown up, but you can quite easily notice it if you're looking for it) and that means that they tend to die. Who cares the AI? The problem here is that players can choose for example the Yor, reset the complete abilities to
I want some answers too... BUMP
I'm having the same problem with the bonuses disappearing, even after I restart the game. I tried looking for that CurrentCustomRace[1-10].raceconfig but I couldn't find it. I have a plain old raceconfig xml file, but I don't want to delete that and mess everything up. Any suggestions? if all else fails, I'm just gonna hav
You missed the point where you showed that the races are inherently unbalanced to begin with. They all have differnt AIs, so slight different in base specs is probably to balance those. Again, it's looking at one tiny aspect of a race in isloation and declaring "it's broken!" You customise races, and some of the default abilities go away. I don't see that as wro
As for the different outstanding bonuses after removing all you can? So what? What does it matter in a single player game, so long as it's all roughly balanced, which from playing the game, it seems to be? Whats the problem to have balanced races AND a an overall roughly balanced game? And why s
If i reset the races i could relocate all 10 points of abilities. But still in additional to this 10 points some races left with other bonuses. In sum the races have: Yor 10 ability points, 8% logistics, 25% miniaturization Thalan 10 ablity points, 6% logistics, 10% miniaturization, 15 Level Homeworld Drengin 10 ablity points, 7% logistics Arcean 10 ablity points, 7% logistics Human 10 ablity points,
After pressing 'reset' button on the race ability screen you got full 10 points AND some special abilites. Here is the list: Yor 10 ability points, 8% logistics, 25% miniaturization Thalan 10 ablity points, 6% logistics, 10% miniaturization Drengin 10 ablity points, 7% logistics, 25% morale Iconian 10 ablity points, 7% logistics, 50% Research Drath 10 ablity points, 6% logistics, 50% defence, 25% military production, 25% diplomacy, 50% espionage Korx 10
Makes no senco to me. Hope stardock clarify this. This races and this strange behavior for the abilitzies is major buggy. Some races lose special abilities like the drath +50% defence or the yor +100% loyality some races don't have an ability. I'm still not sure for what i could change abilites on standard races. I can even reset the abilities and set new and still have a normal race played (instead of a custom) for metaverse issues. Very we
i played with a +50 Def race (Drath) and i had for example 12 defence instead of the normal 8. So it works corect. Its always round down so 1 defence would be 1 in this case.
You are number 750.122 with this problem. Just use the search It seems a bug. Go to C:\Documents and Settings\My Documents\My Games\GalCiv2 and delete the CurrentCustomRaceX.raceconfig files. (X=race id)
@ender1983 what are you thinking about the influence which you could trade. I tested it in a cheated testgame, collect 200.000 influence and trade it away complete for money. Absolute nothing happens to the influence baubles! Why are influence tradeable if there are nothing to do with? Its only important to have turnbased influence. The collected influence has no effect.
I'm playing only the higher AI difficults. I don't know this happening on easy-intelligence AI Level too. I play with the latest patch 1.0X.010 and in other games tried out the 'latest build' patch found here https://www.galciv2.com/latestbuild/ I played 5-6 games nearly to the end and in every game i notice very strange things about the influence. Thinks like that happens all time: - in the influence statistic s
i vote D, it works in Hearts of Iron 2 very good
i would implement some restrictions with the trading technologies 1. like the tradegoods make the techs only tradeable for races which researched the tech (blueprint) 2. some restriction in trading tech itself. Only 1 Tech per Trade and only 1 Trade per Week