Well, if the Max Pop counter would function as i suggested, it'd display 3.25 for a class 4 planet and (just to throw a number) say 200 for a class 26. I do not think it'd make someone confused about the current maximum population he can reach, for this number it'd be displayed under the voice "Food Production". On the contrary, the player would know if he is currently constructing too much or too few fams. Knowing all this number has importance. For instance, conquering an enemy planet req
Danilo Droghetti
Sorry, I do not post the images in the correct way: here they are
Nuova pagina 1 Apart from the ship creating/upgrading bug (that seems to manifest only when you use the example mod), so far I found in the beta more very useful improvements than bugs. I have only a couple of humble suggesti
To all having trouble with the shipyard, please, read the below linked post and especially the part about the missing XML files; if you encounter the same problem (presence of the SHIPCFG file but not the related XML), or some other similar problem, could you kindly report what you have found (in this or in the other thread, as you wish)? Thanks. Link
Rummaging further in the problem, another strangeness: even without the appropriate XML files, if I load the Game 2 all my personalized ships appears and are upgradable without any problem. All in all it seems Stardock have done a little mess with the ship creation process. Tonight I'll start a new game, without mod, choosing a predefined race "as it is". We shall see. Expect further observation in the next post (I really want to comprehend what happened to the XML files). N
I've forgotten to say that I chose the expansionist party (both in Game 2 and 3)
I've installed the 1.20.009 Beta version. Then I loaded a previous saved game (let's refer to it as Game 1). When I tried to upgrade one of my personalized ships, I noticed that all the extra components had been stripped away. Only the functional ones remains (engines, weapons, ecc.). Then, I started a new game (Game 2), selected the example mod, created a custom race and personalized five or six ships (Altarian style). This time the upgrade feature worked well, preserving even the extra co
Fake autoreplay to circumvent the notorious "bug of the posts"
Reading your replies has been very … educative. I want to thank you all. I started a new thread because I cannot read them all, nor reply, immediately (due to the time zone, my starting post went back to half an hour past midnight, so, whilst you were posting the replies I was sleeping) and I fear no one of you would have read my answer after more than 12 hours. Besides, there are reasons inducing me to believe that discussions of this sort
I have the some problem. Strange that Stardock hasn't replied to your post. Perhaps it is better to contact them directly by clicking on the "Contacts" link at the bottom of the page.
And a special apology for all the GC2 convinced fans
Now that GC2 has reached the "1.10 Beta 4" version, it seems possible to make an assessment. For sure there will be other tweaks and changes, but it is not realistic to expect any substantial modification of the game’s mechanics and concept. I don’t know if GC2 was ever intended by the developers to be a 4X game: I am not been able to find such an explicit declaration from them in the material of the game’s site. Anyway, for the pupose of this (lo
Actually, after the end of the game, you can also ZIP (or RAR, or whatever ... I mean: compress) all the .shipclass and .shipcfg files before deleting. So you can restore the set of ships you prefer later on.
that when I upgrade a ship, my previous design vanishes. So far, so good. Only, it's a pity to see that it vanishes even if I had ships in service realized upon that old design. I mean, it's wonderful that your "Chubby Light Fighter 1" disappear when you upgrade it to version 2, but if you have already built some "Chubby Light Fighter 1", they appear no more in the ships' list, nor in the shipyard one, so you have to look for each one of them, in order
Now the beta is officially released. But my SDC don't show it as an available upgrade. Has it happened to someone else? And, above all, what to do?
Well, the week has yet to end, that's true, and I "acknowledge duly" that "people would [or should?] pay more attention to what the dev said". In fact, this post arose precisely from the attention I paid to the developers' words: if you read carefully the post "BETA Version of v1.1 THIS WEEK!" from Frogboy, dated March 22, 2006 (it's still on the home page of the site), you'll find this phrase: "The Beta will be on Stardock Central so you'll need
I've tried many times, but it doesn't appear in the "Available" column of Stardock Central (before you ask, yes, I've the "Show the pre-release versions" option checked). I've also followed the link in the post from Frogboy announcing it for this week, but I have not been able to find any beta version you may download. What's happened?
Let's make an example. You are playing in a gigantic galaxy and have ten starbases, named "Base ##", where ## is a number incrementing from 01 to 99. Just to avoid confusion and automate the tedious repetitive tasks, you have set a rally point near each starbase, naming it after the starbase it is referred to (i. e.: the rally point near stabase "Base 06" is "To Base 06"). Nothing very creative, but pretty clear and self-explaining. Now, let'
After I built the "Eye of the Universe" galactic achievement, all of my ships got a "15 pc" sensors range. Then I projected a Probe ship with (according the stats reported in the ship builder interface) a sensors range of 28 pc. Surprise! The first I built had only a 15 pc sensors range. Is this a bug, or it is intentional that the Eye of the Universe hinders the sensor range to extend beyond 15 pc?
Minor races were able to expand in the Beta version. The features seems to have been removed (but the I-League still expands). Anyway, they are useful even if unable to expand. You may trade technology with them (if you have a good diplomatic rank and, perhaps, a bit of luck): that boosts a little your research early in the game. Other than this, if you trade only with them, you can play a pure conquer game, destroying only the major rac
Each one is entitled to his own opinion, as far as it is expressed without insults, and I've insulted no one. The "politically correct" way of life is not my way, because often hides nothing but hypocrisy. But this is not the real point. If you scroll the posts you can see with your own eyes that a sense of delusion is growing in the community of players. Perhaps you are right: GC2 shouldn't be like MOO2; but there are games of the past that
Reading the posts makes clear two things. First of all, despite the long (and world-wide) beta testing period, this game has still a lot of bugs. That's not a good thing, but I think and hope the situation will improve: in the News section, on March, 11 2006, under the title "Galactic Civilizations II, Copy Protection, and Piracy" Frogboy said "Our primary weapon to fight piracy is through rewarding customers through convenient, frequent, fre
I've colonized about 40 planets. No pirate ships showed up. Is it normal?
Ok, the post above (n. 47 for me) was intended in replay to the post 39, about the problem with the scrolling of the Rally point. Just to clarify
In replay to #39 by Citizen CrispyMouse Wednesday, February 22, 2006 9:33 AM "When setting the Ralley Point I am unable to scroll through the Ralley Points." I've had the some problem, but only after setting nine or ten Rally point. By chance I discovered you can scroll the list hovering your mouse cursor over it and use the scroll wheel.