Starting a new game on beta 4 (previous levels too) I see the victory conditions on the galaxy setup screen. I find no hits or clues as to how to turn any of them off.
Lucky_Jack
After uninstalling and installing beta 4 my prefs.ini was (of course) replaced. When I started GC2 it came up without music, which I found confusing. Going to the options menu and clicking the audio tab I found the audio volume was 0 and all of the options were unchecked. I would suggest that, at a minimum, the volume should be 50% and at least the background music should be on the very first time the game is installed and started for the first time.
I just got a complete uninstall/install done, but I noticed (I have lots of activity monitors running all the time) that the CA server was not serving me at full rate. I am assuming that, since there are somewhere between 1000-2000 people eligible for the beta that the load from this update is straining the server's capabilities. If my assumption is correct - keep trying. Eventually the load will diminish.
Already sent to Scott, but I will send you a fresh copy. And yes, the debug file has SCADS of parsing errors for strings. I am begining to wonder if I should do a complete uninstall/install.
ooopppsss. Actually, the icon not showing up on the tile only happened once, as the third project selected to be built during the initial game start display of the home world view, and only with the first game after the upgrade.
Note, this is true any time you select a planet and go to its planet view.
Selecting a planet and clicking on "build ship" brings up a quick build list for ships. Selecting a ship in the list of projects available for building shows lots of data about the ship, but does not include an estimate of how many weeks it will take to build.
So far on just about every screen I have looked at there is at least one "string not found". There are just too many to list.
Right at the start of the game, where the research window is followed by the home planet view, you can select planet tiles for development and select projects for those tiles, but since you can not select a queued project on the queue. Also, the project "basic farming" will show up on the queue but the icon fails to show up on the tile tat whas selected when the project was queued. Two more problems: The queue does not extend to fill the space available before the scroll bar comes up
Actually, on GC1, it was possible to "auto-launch" your ships (each planet had a toggle to turn auto-launch on or off). Then the transport or colony ship load was the lesser of 1/4 the planet population or a full ship load. I am hoping they will do the same when they get to Beta 4. Also, I think I remember loading colony ships when the planet population was less than the ship capacity and then the default was half the population rather than half the ship's capacity.
Lowa... are you on drugs or something? No he's not. He just doesn't want anyone to understand him.
What is missing in this discussion? I). What is the purpose of a space blockade? Is it economic? Is it prevention of access to resources? Is it the elmination of the use of space platforms, such as space located ship yards? other??? I really think this needs to be well difined before we can imagine ideas as to how to make it work in a game. A). What is needed to accomplish that purpose? Is it solely preventing ships from entering or leaving the planet? Is it preventing comm
Then, just put your ship in that planet's orbit Might need some special command to tell the ship to bockade instead of attack. Oh Wait. No ships in orbit? So what happens when that planet builds a ship. If the ship it built was stronger than the blockading ship, what happens then?
If you surround a planet with your ships so they have no path they can use to get out, you have them blockaded -- they have to shoot their way in or out. Your success in blockading them then becomes a matter of how strong your ships are against theirs. I think this is much more like WWII than having an option called "blockade" that does something for you. In addition, the options "Guard" and "Autoattack" should be usable in combination if you can't totally box a planet with your ships.
I remember the original intent of minor races as being races you could exploit to help you attain a level of economy, technical achievement, and power to compete with the major races (the AI also was able to exploit them). The minor races were limited to how far they could expand (only within their initial sector) and travel. I guess too many people thought the minor races were too limited, so theiy became more like major races. I see a "minor races" tab on the foreign diplomacy screen, but have
I wanna see the comments like "The diplomacy is alright, but I wish the game didn't make you manage planets, and didn't take place in space." You're not going to see comments like this yet. The code for diplomacy isn't scheduled until later (beta 4?) and managing planets is still primitive (another feature missing until later - beta 4?).
Many of the games listed in the "games" tab of TGN lack even the most rudimentary catagorization. Some of them give clues to their catagories in the descriptive text, but some give no clue what so ever. Knowing whether a game is RTS, TBS, Mario Bros. like, etc. is key to whether I am interested in the game or not. Will there be an improvement in game catagorization soon?
The point is that there is no advantage to having a market instead of having a bank. The Beta is not yet over and this sounds more like a tuning and balancing issue than one of gameplay. Let's wait for Beta 4 on this issue.
About "beeing MoO clone" ... may be it hits an ego a bit but what so bad to be MoO "clone" ? The whole point of being different from MOO is: If GC and MOO were that similar, then who would buy which? Better to be different enough that most people will want to buy both. And -- don't forget the copyright implications.
As Astax pointed out GalCiv star sytems have a 5 planet limit Didn't GC/OS2 have a nine planet limit? The limit of 5 was understandable in GC1, but it doesn't look like that same reason applies to GC2.
While blockades of the type described by Ugleb (WW2 - Stalingrad) have often been effective, I fear the same can not be said at the planet level. A blockade will prevent resources from being brought in, but the resources of a whole planet would still be available. For a comparison, I find the blockades in MOO2 more of nuisanse value than anything else.
Just how big *is* the Gigantic map, anyway? I A gigantic galaxy is about 210*210 tiles. The closest I have seen star systems is 7 tiles off center, which gives room for a maximum of 900 stars. I hope it has at
Now it is happening to me. I have not saved/loaded a game and played over two years on a gigantic galaxy. I had been building Deep Core Mines, then finished researching "Xeno Factory Construction". The planets that already have Deep Core Mining scheduled still have the project on the queue, but I can no longer add Deep Core Mining to any queue on any planet.
Maybe this isn't war music. Sure sounds like it, but I am not at war. It is almost as if some other event starts a second music track for the background. Maybe after 2 years? It started in January of 2227. However, running only once a week is not so hot.
Did you send the saved game to Scott at stardock? If it is that reproducible it should be easy for Stardock to find the cause. (Be sure to compress the file first.)