UI-bug: Choosing a ship in a fleet, going into the details-window and pressing upgrade will make the upgrade-window appear behind the details-window. Maybe close the details-window like you do with the fleet manager when you upgrade from there? Is there a detailed list i can look at to see exactly what is a bug and whats intended? <
ignuss
Or maybe the Yor betrays the Drengin and allies with the evil newcomers. The Drengin are after all, flesh and bone, just like all the other good races.
Uhh, so you want to kill one of the best AI:s in the game? Anyway, the dead races will be available in sandbox-games so it doesn't really matter. You could actually disable them in your games if you don't want to meet them.
The problem is that they are building ships with only defenses when they could have built a ship with nothing on it for far less money and time, since both are just as effective in stopping an early invasion (which I guess that they are for). That they build more then one weaponless defender on a planet is also pointless. If the enemy has a ship with weapons, the number of weaponless defenders won't make any difference. The easiest solution would IMO be to forbid the AI from bui
It appears that ships created in version 1.2 work just fine... but ships designed in versions prior to 1.2 will not upgrade properly. So, I have to re-do all my designs.. Its not as bad as I feared but still annoying. Rob Strange because my ships from older versions upgrades correctly (with all their jewelry on). Initial A
There is also a disrcrepancy between income, expenses and net income in Domestic Policy and the treasure tooltip. For example, I currently have (inc./exp./net) 802/781/21 according to the Domestic Policy-screen and 752/780/-28 according to the tooltip. Also, part of the 'Clear News Icons'-tooltip for the red X is outside my screen's boundaries. I play in 1024x768. EDIT: I have discovered that Domesitc Policy and treasure tooltip are the same at the beginning of every t
The expansion sounds great. It will be fun to play as the Drengin in the campaign. Two of the major civilizations in GalCiv II will be wiped out. Eliminated. You'll still be able to play them in GalCiv II but come GalCiv III, they won't exist. So they will still be available in sandbox mode, Wade.
\GalCiv2\Mods\Example\
Yes, I saw this a long time ago. Never reported it though. Another annoying upgrade-bug (at least in an older version, haven't done this in a long time) is that I once began upgrading a ship, saved the game (the ship had at least 1 week left of upgrading) and when I reloaded, the ship was gone, never to be seen again. It seems to me that both of these bugs are probably connected and upgrading ships aren't stored correctly in the game.
It lists class 4-planets as being able to support 5b while they can only support 2.5b (according to Wiki). My guess after only starting a game and colonizing Iconia V is that it always lists the food production now which you can see anyway if you look a couple of mm to the right. I propose that you change it to one of the two following options: 1) Always show the planet quality-limit. or 2) Show the food production if: pq-limit > food prod. Sho
Yup, I second this bug. You need to enter and exit the focused planet for it to upgrade to the correct research in the Civilization Manager. Exiting and entering the CM doesn't correct the value.
Great list. Population Max is useless though. It lists class 4-planets as being able to support 5b while they can only support 2.5b (according to Wiki). It seems to list the food production now which you can see anyway if you look a couple of mm to the right. I propose that you change it to one of the two following options: 1) Always show the planet quality-limit. 2) Show the food production if: pq-limit > food prod. Show the pq-limit if: pq-limit
So you are saying that calling me a moron, a idiot, nOOb and saying that I was jerking off aren't insults? Forgive me for continuing this silly "discussion", but it's fun in a sort of weird way to see what you are going to come up with next. Anyway, good night for now.
No, actually I began replying and was then called away from the computer to do some other stuff. Then I came back and finished it. I usually update the page to see if anything new has posted when these real-life things happen but maybe I missed doing it this time. And please, stop with the lame insults already. It's kinda pathetic. Anyway, I'm going to bed now so if your oh-so original insults go unanswered, you know why.
Can you actually not read? What I said was a direct quote from Cari in IRC. IT IS IMPLEMENTED you moron. Right, so you are calling me a moron for not being able to see into the future what you are going to edit into your post. I can take that, I guess everyone on this here planet is a moron except you then <img src="http://images.stardock.com/gc2/T_
Are you seriously retarded? Yes, I know that it's in the code. Yes, I know that you can edit it into the game. However, I'm still fairly sure that it isn't in any unmodded 1.11-games. This means either that Stardock doesn't want it in the game or it's bugged and they have ignored all former threads about it. My guess is the former. Alright, so now I have in different words, repeated exactly what I said in my last post. Let's see if you get it this time.
Are you from Stardock? No? Then you most likely have no idea whether it is bugged or if Stardock decided not to use it in the game. Museum of Pain! Ever heard of it? No? Take a look around in the Galciv-catalog and you will realise that it at one point was meant to be in the game. But it didn't make it, the same can be true for the Precursor Library.
They don't exist in the game. They may exist in the code but with game I mean, you know, the stuff that we are actually playing. I forgive you for your inability to grasp the simple little fact that if they aren't implemented in the game that we all are playing, then they don't exist in the game that we all like to play so much.
Ignuss, sorry but thats bullcrap. They are coded into the game. They have been seen where people have edited their game to include them. I have seen them in the English.str and their logo. The question is whether or not they are implemented. Uhh, so how is it bullcrap to think that he is lying when he is saying that they ARE implemented in the
That's true, I tested them all and they were never in the beta.
Marcathonas: I understand that it's difficult to comprehend that I have only discussed caps for miniaturization and taxes, not population. I think population caps based on PQ is fairly logical. But having morale lowered from 100% to 0% while changin taxes 1% is to me silly. If you didn't get it the previous time, my solution instead of a cap for taxes is to make it a lot more difficult to have such high taxes. If it's difficult enough, no-one will ever be able to have 100% but it won't look so a
I did read your post, and would rather more AI time than a new tax mechanism. Not once did I say the game was perfect. If I can't persuade you to learn not to be an idiot and take things literally, nothing will. I used 1000% miniturisation as an EXAMPLE. So you want to learn me not to be a idiot? <img src="http://images.stardock.com/gc2/T_DL/smile
There were some nice things in the preview for 1.1 that weren't included in the final release. https://forums.galciv2.com/?ForumID=161&AID=107300#843882 Here is the stuff in the preview that weren't included and that we haven't heard of since: * The ability to set a given planet as a technology, research, ship building or balanced planet, . NOT like the overall focus. It would literally add a 9% boost to a given type (or 3%, 3%, 3%). * Color coded the hammers/et
Doomfest23: Ok, you guys win, most of them were 300%s. I had you going for about a minute! But in all seriousness I do have 1 700% research and 1 700%Industrial on the same planet. Its class 14. I did have another Precursor Library on another game and have had multiple 700% industrials. I don't have paint or a prnt screen/save screen/ anything screen so I can't get a
Erm, no I'm not. It's called modding the files. Do try and be remotely accurate next time. Besides, that was an example. 100% taxes would be possible. I run empires that are 100% happy at 80% taxes. And 100% taxes is stupid and unrealistic. I was accurate. I know that it's difficult to realise that Stardock might have done a bad decision but I guess