Ok good points regarding engines, life support, and armour. Size increases effect all components though. I don't accept size increases to weapons and other systems which operate independantly of ship size. Sensors, ECM, chaff, weapons, etc. Rather than conveying any sense of purpose the size increases are merely annoying. In fact I'd be happy with what's already been suggested. Engines, support, and armor to scale with ship size. All other c
rogerano
Why do component sizes get bigger as the ship size increases? This doesn't make sense. The point of having a large ship is to enable more equipment to be placed on board.
Guys and gals, my apologies in advance if this has already been covered. Does anybody else have "problems" with gameplay immediately after loading a saved game? To date the issues I have noticed are: 1) Research and building queue counters not counting down for two turns when Turn button pressed. 2) Rare but nonetheless annoying radical changes in AI behaviour. 3) Ship models not loading. The first problem occ
Also don't underestimate the usefulness of resources early in the game. Grab any and all. Finding an economic resource within easy reach can quickly put you ahead. It allows for faster production and faster expansion.
Anybody see anything wrong with this arrangement of players at the start of a new game? On the one hand it could be seen as pretty crowded and potentially unbalanced. One player could dominate quite easily. Worse, the light blue player is severely hamstrung from the outset. Realistically this player is dead meat. Thankfully it's not me (this time) but I've been put in that po
Ship design is easy for me. The variety of the extra pices if great and allows for customisation of ships to match whatever race you're playing. There needs to be more of them (though perhaps in categories), not less. I don't see masses of complaints about the process on the forums here. I can't see why it should be toned down to suit one, two or ten people? Especially given that there are going to be a number of pre-designs... I
I think you might have the wrong bug. This relates to a ship being repaired beyond maximum hit points.
i dont think that you guys are giving docile organisms a chance... Exactly... This is because they don't have a chance to dominate at all. They're docile! Why would they want to?
Every single organism on this planet posesses at least rudimentiary defense and attack mechanisms, right down to the cellular level. Think virus. By just being alive an organism is inherently violent, as it competes with other organisms for those resources necessary to sustain life (in the case of a bipedal ape-like species those would be food, water and shelter). In fact I'd argue that a completely docile organism wouldn't last more than a few seconds
Scenario: A ship is damaged in combat and has 7 of 10 hit-points. The ship moves within range of a friendly starbase with a ship repair module giving +2 to repair. After a few turns the damaged ship has 11 of 10 hit-points. Sorry no screenshots or saved games. The saved game is corrupt so I can't reload it to take a screenie (deleted but still in use ship bug).
It's nice to have real time and date in the saved game info... just nice. Not particularly useful though. Could we have the number of turns completed instead? Or in addition to the time?
You're justifying the current implementation of a hive mind by giving that concept human attributes. Fashion is a social function and is irrelevent for a being who doesn't even understand the concept of friends and family full stop. I can see where clothing _might_ fit in - but only as regards protection from hostile environments (battle, factories, etc). Then again hive insects rely on numbers for many tasks, so losses due to environmental factors may
Is there any chance of getting a quick and dirty saved game repairer that will rectify this issue?
Ja. Rly. This is a good idea. Doesn't even need to be infinitely zoomable; just zoom out, navigate to area of interest (usefully color coded), zoom in for detail. Two zoom settings. Buying new hardware shouldn't be a requirement...
There are several inconsistencies as regards the Thalan (?) race and certain gameplay elements. The Thalan are apparently a hive mind race. The senate, morale, approval, and perhaps government types are arguably not approriate for a hive mind entity. Certain tech tree elements (not only the ones related to the afrementioned concepts) are also non-sensical - frictionless clothing for instance. Some thought might be put into how certain change
After a ship is moderately damaged in combat the damaged graphical and audio effects will kick in. Cool. When that ship is repaired to the point where no more visuals appear the sound effects continue and do so even after the ship has full hit-points.
It's called a Terror Star. The ultimate military starbase. What is a Terror Star? I have built a couple of terror Star Modules (and a 5000bc module too) but the benefits of doing so are not immediately obvious in the starbase window. It _sounds_ menacing and, well, terrifying, but I don't think the co
One very plain hull for each ship size would also be handy. Plain as in practically a cylinder with a pointy bow and an engine on the stern.
Below is a screenshot of a ship I created. Pretty neato stuff If I can float my own boat. Trouble is it wasn't... easy. Certain peices have to be used here and there, other odd pieces there and here. The legs were the killer. They're not right and I can't make them right because of the pieces just don't work the way I want them to. I would have liked for the legs to be angled away from the bow and stern, like you would see on a real spider.
Cargo hulls come with some advantages though: less cost and more space. You can pump out some very useful designs early in the game for a proportionally acceptable cost (think reasonably fast AWACS design with a sensor range of 10). It's a roomy hull to posess so early in the game. I think the logistics value is mostly justified. Lowering the logistics value by 1 might be a good compromise.
Thanks guys. Getting a hang of it now.
Greetings lads n ladies. I'm um new to Gal Civ so please forgive inevitable ignorance. I'm beta testing GCII at the moment but I'm flying blind in many ways (which I figure is a good way to test something under some cicumstances). Anyway, what I am having trouble doing is achieving a good start in the game. The AI players seem to have some kind of magical ability to produce colony ships from thin vacuum and after only a short time I find my
For me the game generates a win XP "Send Error Report" if I attempt to start the game normally. Starting the game through the config tool works 100%.
Ship design process: Red dots on many of the hull types appear to be out of position, as in not aligned with center of hull, or asymetrical. Some are "buried" within the hull on one side, but prominent on the opposite side. Some are completely hidden (Yor Collective small "catamarine" hull is a prime example).