Creston999

Creston999

Joined Member # 2382326
0 Posts 0 Replies 147 Reputation

Wasn't quite sure where to post this, but it does seem to be a bit of a bug. The AI does not counter influence well enough. I still have to try it on intelligent, but even at lower levels the AI needs to do a bit more work to counter influence. I had no influence resources, just one influence starbase (right next to my own homeplanets, mostly to counter potential enemy influence), I did have the galactic wonders for influence, but no more th

11 Replies 8,279 Views

Wasn't quite sure where to post this, but it does seem to be a bit of a bug. The AI does not counter influence well enough. I still have to try it on intelligent, but even at lower levels the AI needs to do a bit more work to counter influence. I had no influence resources, just one influence starbase (right next to my own homeplanets, mostly to counter potential enemy influence), I did have the galactic wonders for influence, but no more

5 Replies 7,509 Views

I was playing in a large galaxy on Normal level, and was doing pretty well, easily on my way to a cultural victory. One of the races (I forget which) was cornered in the SE part of the galaxy, they had four star systems with a total of five planets colonized. They were no threat, so I left them alone. Suddenly an event happens. They find a precursor technology that gives every UNCOLONIZED planet in a 3 parsec radius a base quality

5 Replies 8,198 Views

Ugh, let me give those codes another try : RaceConfig : {Race Name="Vorlons"} {DisplayName}Vorlon Empire{/DisplayName} {Alignment}50{/Alignment} {Description}The Vorlons are one of just two of the First One races left in the galaxy. They consider themselves the guardians of the younger races. Drawn to Law and Order, they firmly oppose chaos wherever they find it, through any means necessary.{/Description} {Homeworld}Vorlon

2 Replies 6,109 Views

My tags got filtered out :/ How do I fix that? Best way is to copy your whole text into notepad, find/replace the tag with [ and ], then recopy/paste the thing from notepad back into the post. It's a hassle. <img src="http://images.stardock.com/gc2/T_DL/smiles/Hmm.gif" border=0 ALIGN="absm

8 Replies 6,866 Views

Preventing a war really isn't possible. Eventually an AI will decide that you need to be smacked down, and it will declare war on you. Then it just becomes a point of SURVIVING the war. You can, however, delay the war. First off, have lots of trade with the AI in question. When you go to war, you lose all that trade, and the AI takes that into account. In fact, in the Civ Manager screen, you will sometimes see a + trade with a rac

8 Replies 11,296 Views

Check under Control Panel, Mouse to see if you have an option to set it there. If not, your mouse probably came with software that will let you assign functions to those 8 buttons. (you can also download that software from the manufacturer's website.) If your mouse has a scrollwheel, check if you can push/click it. If so, that should be your middle mouse button. Creston

6 Replies 4,487 Views

Hey all, I've been mucking about a bit with modding, trying to recreate the Vorlon Empire as my custom civ. I've changed the data in the RaceConfig.xml file and the CustomPlanets.xml file in my GalCiv2\Data\English folder, I've deleted the customconfig.xx files in the My Documents\My Games\Galciv2 folder, and pretty much all my changes work, except for the names of the star and of the other planets. My primary planet g

2 Replies 6,109 Views

Wow, this is AMAZING. Some of you are just either ridiculously talented or have obscene amounts of free time on your hands. Superb stuff Creston

32 Replies 41,044 Views

Never mind my earlier comments. It seems you guys released another patch, I just downloaded it. The 0 movement bug is already tackled. Excellent work (I got confused because I redownloaded the game this weekend and saw the option for Graphics Throttling in there already, so I assumed you'd released over the weekend.)

41 Replies 29,177 Views

BTW, your argument for this misfeature (a technical term for a designed feature that damages the game rather than enhances it) about wild swings in money is ultimately rooted in a deeper problem: automated upgrades of facilities beyond the user's ability to control You can turn that off, btw. There's an option in the details screen I believe. I

120 Replies 133,902 Views

With regards to the production and military units still being charged, I typically set every planet to focus on research when it's not building anything, so that the credits that DO get spent and at least spent on something that has a benefit. The downside is that I have to do this manually, and in a large galaxy with 35 worlds, it becomes an absolute chore of a clickfest to go over my civs every six months and make sure they're still doing what they need to be doing. This is where th

120 Replies 133,902 Views

You could get this from Stardock a few days ago, yeah. I was playing this version on Saturday. Frogboy, any word on the 0 movement points for a fleet when a new turn starts bug that was introduced in this patch? Other than that, great stuff guys.

41 Replies 29,177 Views

"+ Toned down minor races a bit. They no longer get quite as much money to start with." NOOOO there goes my cashflow LOL, tell me about it. The Snathi are my favorites. They declared war on me in an early game, just before my frigate class came off the assembly line. As soon as it started showing up, the snathi hightailed it back ho

25 Replies 36,006 Views

As a regular of Bluesnews for way way way too long, I doubt Blue would have a problem with posting an update about a new patch every day. He's been posting every journal update since about a week before release as well. I think the answer to "How many updates is too many" is NULL. But I think you might want to consolidate those updates into a weekly release or so. Take a look at Egos

25 Replies 36,006 Views

It IS buggier then the average game released While I understand your frustration that the game crashes for you, you cannot be a gamer of 20+ years and say this with any sincerity. It's simply a ridiculous statement. Have you played Battlefield 2? World of Warcraft? X3? Quake 4? Fear? Half Life 2? Rome : Total War? Civilization 4? Th

62 Replies 44,379 Views

How powerful you are doesn't matter. To form an alliance you need the following conditions : - BOTH of you must have the Alliance technology researched. (So if the other doesn't have it, it never hurts to just give it to them.) - You MUST be "close" in your relations with them. Not friendly, not warm. Close. Then you'll have the option for an alliance. Note that if your potential alliance partner gets attacked often, it might be wise to not make an alliance, since you'

2 Replies 5,683 Views

Yeah, if you build a waypoint ON the starbase, then set the planet to send new ships to the waypoint it will marginally semi-automate itself, but yes, you have to do every upgrade individually. It's a bit of a chore, but it's balancing that way. Starbases can become just ludicrously powerful, and you don't want them to get there too fast. I've yet to have a single game in which I've completely upgraded a starbase to its maximum potential. Ofcourse, figure out what you want

3 Replies 6,748 Views

I understand that the NPC races surrendering is a random option, and that in fact there's a building you can put down that makes the chance of them surrendering to you twice as large. However, the random thing is really ridiculous in a lot of scenarios. One such scenario I played today. I started a 9 race galaxy, four of whom got wiped out quickly. I was in the bottom right corner of the galaxy with the Torians, and the Yor collective were just to my left. The Altarians and

0 Replies 3,547 Views

I thought I was going crazy, glad to see more people are experiencing this. For awhile it seemed that turns simply weren't being calculated, I didn't make the connection to a fleet's movement points. Btw, it disappears again for me in a turn or two, typically after I switch the fleet in question to a different heading (ie, tell them to fly somewhere else). It IS pretty dang annoying, yes. Creston

23 Replies 15,476 Views

The number seems to be a little buggy sometimes though. I've been at 72% before, built something that gave +5% and would not the victory in ten turns notification. Similarly, on the game where I won through influence, I had around 78%, then blew up my full influence starbase in turn 6 of the ten, but still won the influence victory. So it seems kinda strange sometimes.

7 Replies 8,432 Views