I agree 100% with the poster. I find this THE most annoying quirk in all of Galciv. I think I would even pay for an update to disable it, or better yet, to have an option for it.
ender1983
In 1.0X the problem is still there. I ran some more tests, but I couldn't find any solid behaviour that triggered the problem. It seems to be totally random, but the more I change, the more often I don't get the upgrade-screen (where you have to pay). I'm not sure this is normal.
I have noticed it too. I also don't see a ray of any sort...
I agree... if you feel it is a challange to play without knowing their starting locations, just switch it off on the minimap. But I for one would sure not appreciate being forced to miss it.
t would be cool to rig the elections as well! hehehe that should be especially worriesome for the Terran Alliance
Thank you, very nice and comprehensive guide that makes a good first read, after which new players can refer to the manual for in-depth information. I'm a new player, but already figured much of this out the hard way. Perhaps you should mention that if you buy stuff to go easy on the loan options, especially in the beginning. It might seem appealing to new players, but if you overdo it (and that can happen pretty quick) it means a slow, agonizing, but sure financial death, as I learn
I hope it will be made possible in the future to have an option to turn on or off the auto focus where after every turn the focus shifts to a ship with no orders in space. This also happens if you give a ship a command, and then you are automatically 'thrown away' to a standby ship on the other side of the map. Would be neat to turn this off.
haha no seriously... it's a real issue. I will run some more tests to see what the cause of the problem is
If you start galciv2 with cheats enabled, start a new game, and do ctrl+u the fog of war is removed. If you at that instant try to make contact with another race (before the next turn and the formal introduction) , the game crashes. Should be easy enough to fix in the game, maybe just a reference to a null pointer somewhere in the diplomacy logic.
Definatly a bug, you'd better send a save over to the devs.
Citizen Smacklefunky: I was just about to post the same. The hypothesis (AI has foreknowledge) can easily be tested using the method you describe. I have done the same, and come to the same conclusion. The AI, on less than intelligent settings, doesn't cheat (as in, doing things humanly impossible) in any discernable way. The evidence is conclusive and easily confirmed, those continuing to quarle about it waste their time.
Hello reader, Can you explain to me why sometimes, if you press upgrade design, you make some changes, the design refuses to be upgraded but somehow becomes an entirely new vessel and the old ones never get upgrades? Tnx
Yes it is very feasible. Massive R&D, which you can sell for good $$ to minors, which in turn funds your mini-invasion fleet. This will only work on tiny/small maps and against opponents with or less than bright setting. Like someone else noted, on intelligent+ setting they will be ready
Dctrjons: I leave one colony ship byevery 'poor' planet when I can afford to. Wait till the AI will get there one th enext turn then nab it. Just a little game of evil I like to play. that's actually quite clever. that mars planet will suck enemy colony ships to it, if you leave it alone as long as possible, you deprive them of valuable
Good point Tremo, I guess I overreacted a bit there because your writing style seemed so reminiscent to that used by professional trollers I agree with everything you write, no argument there. It shouldn't be a cakewalk at all, in fact, I would applaud adding some extra features like that you must maintain good morale or have marines on conquored planets just like you had in MOO2, or face rebellion. But like pdifolco noted, its just illogical having done all this, that i
Tremo I'm not in the mood for a flamewar or a discussion about my 'last two braincells'. Nor am I in any way suggesting they should make the game easier. All I am saying is that we should have an option to use old tech for the obvious reasons. But even if we could travel down that road, it would still take many, many turns before a planet contributes significantly, but at least it will - eventually! And that is the point.
That's whats so damn good about this game: there simply is no 'best' anything and you can choose it all as you go along. There are some guidelines though. If you find yourself surrounded by players with a certain ethical alignment, you can better pick their alingment too, because that gives you a diplomacy boost and they won't attack you so often. I've seen on numerous occaisions that if I am evil I just cant seem to keep peace w
I'm posting this here since I really hope a dev will take notice of a serious middle/late-game gameplay affecting issue that shouldn't be there in the first place. This has probably been mentioned before, but not given enough prominence. If you aquire new planets that are empty, and you are technologically advanced, the planets are Useless! This is especially annoying on the higher difficulty levels where the AI tends to scorch the earth before I invade and conquer their
I'm posting this here since I really hope a dev will take notice of a serious middle/late-game gameplay affecting issue that shouldn't be there in the first place. This has probably been mentioned before, but not given enough prominence. If you aquire new planets that are empty, and you are technologically advanced, the planets are Useless! This is especially annoying on the higher difficulty levels where the AI tends to scorch the earth before I invade and conquer their planets and
I agree, partially, because the millitary rating is OK imo (it is purely a millitary rating after all), but the decision making process that the AI uses to determine relation attitude and wether or not to declare war should be drastically altered and take in account, as you say, your potential and not just your millitary rating. Featuril, it makes me wonder. Wouldn't it be nice if you are at war, the Ai also uses the rate at which it loses ships and planets to determine if it should
Actually the way it works is this. From what I have learned in my games on sub-normal trough painful is that in all instances the Ai ONLY looks at other players's Millitary Rating, which is defined according to the manual as Attack+Defense+Hitpoints /10, and most definatly NOT at how big your military spending is. Figures, 'cause people (I anyway hehe) tend to build only constructors and such. If your millitary rating falls below 20, (meaning your combined Att+Def+Hp figure rank
Ok. Letme just say this. Suppose you run an identical piece of (hardware independent) code on different machines, and on the majority of machines that piece of code works normal, and on a very few it crashes or causes reboots. What would you infer from that? Obviously that the machines on which the code crashes is ill-configured.
Alfonso, There doesn't appear to be anything intrisically wrong with the code as you seem to suggest. If you can't play for more than 5 minutes before a reboot/hang/crash occurs, this is certainly your own fault in a manner of speaking. Apparantly the game is driving the GPu pretty hard, and if you have inadaquate cooling or overclocked/stressed your system too much, don't be surprised if you get these kinds of hassles. Insufficient power from the
I agree this situation is problematic. If you are in the mid game with manufactering centers and innovation matrices, and you capture a fresh planet, making it fully developed will take probably longer than the remaining game itself, so in effect, these captured planets are quite worthless except for the influence they bring. Two good solutions would be to either not allow building these super-structures from scratch but that you always beg
OOOpps hehhehee thanks for the correction! But it could have been, no?