Ok, now it gets wierder still. I just discovered that the inability to pan seems to be tied to the saved-game. When I load the saved game from when I was having trouble panning, I can't pan, but when I load up a saved game from a different start, I can pan normally. Starting up a new game I can pan normally as well, then I reload the problem save, and I can't pan again. Really weird.
Harry Voyager
Just out of morbid curiosity, is there any place in this genre for people who don't micro the daylights out of everything?
I'm using a single monitor, but my 3D card does have dual monitor support.
So I fired up SoSE today, started up a random game, and apparently, I can't pan in two direction. Arrow keys didn't work, moving the pointer to edge of the screen didn't work, and holding down the middle mouse button didn't work. I reset the keyboard controls, but that didn't so anything. I restarted the game, and I still can't pan in two directions, but it's a different pair this time; first it was down/left, now it's down/right that don't work. I'm using Windows XP
Is there any way to increase the rate at which you research tech? Adding labs only seems to unlock the tech tree, rather than modifying the rate at which thing research. Basically, I've been playing huge map games, with a slowed tech tree, for longevity, but after a relatively slow start, I seem to be ending up with more resources than I'm able to spend productively. It would be rather nice if I could sink some of it into research. Harry Voyager
Just to drift back onto the real world examples, there was a case where Britian sold advanced jet technology to the Soviets, which they then turned around and sold to the Chinese. The engines developed became the core powerplants of the early MiG jets. Because of this, in the US, there was talk of serious sanctions against Britain. It didn't come to that, but it was a near thing. Today, the US and UK completely share tank techno
Ok, correct me if I'm wrong, but what I'm seeing is that a mild defense has good value, but wait on heavy defense until later in the game. This sound about right? Harry Voyager
The "Clear" button clears all selections. It doesn't restore the defaults.
I'm running 3v3 and switching def and off groups, and varrying the hp values. a 12/0 v a 6/6(mismatch) the 12 wipes the 6/6(miss) every single time, the 6/3+3 every time, and the 6/6(match) about half of the time (favoring the attacker). Harry Voyager
I've been using Darth Kryo's sim, which is part of what lead me to this question. Basically it has been consistently showing that a matched defense is only equivalent to offense, rather than it having any advantage over it, and that a mixed or unmatched defense is consistently inferior to offense in all reguards. It is only when you show more combined matched offence and defense points, that a defended ship has any advantage over a purely offensive one. Considering that if you don't
Citizen Lamprey1234 wrote: Having played the game, I can say with absolute certainty that defense is just as important as offense. In fact, it might be more important. in 3v3 (small fleet) battles, for example, a 6/6 fleet will usually take out a 12/0 fleet with no casualties, or losing a single ship. Play & see -) </
I tried to post something on this a little while ago, but it seems to have lost my post in the eather. My big question is, is there any point to spending any tech of defense at all? At least in the simulator, a 4-0 is an even match for a 2-2 of the appropriate defense, and completely sweeps anything that doesn't have the right defensive type, and it does it for half the tech. Why do anything other that ram one weapon, and pack your ships full of the best smallest weapons you can get
Now, I'm rather new to the game, so I haven't had many in game battles, as of yet, but it occures to me to wonder, is defense actually of value with the current system. My thoughts are this: if a defensive module weighs roughly the same as an offensive module of the same type (so far most of the defense modules have been heavier), then a 4-0 offense-defense ship takes roughly the same fitting as a 2-2 offense-defense ship, and according t
That's what I figured I'd have to do in the long term. Oh well. Harry Voyager I could have sworn I had posted this in the bug section.
My brother picked up his copy of the original Galactic Civilizations while browsing a gamestore shelves. I picked up GalCiv II, pretty much on a impulse, when I heard about the custom ship design, but I got hte download version. I rather suspect one day people will browse download stores for games much the same way the browse brick and mortal stores today. Possibly even more, considering a download store can also house demos and
From what I can tell, that is the case. Basically, you can have one planet with 65% moral, and a second with 45% moral, and the civilization as a whole with 50%. If someone is trying to influence away one of your planets, then the contest is agains the moral of the specific planet, rather than the civilization approval rating. At least, that's how I think it works. Harry Voyager
I'm having an issue where everytime a quarterly report comes up the game starts blinking and dropping buttons. I have to keyboard esc out of the GNN report, and then restart the the game before it works correctly. Any ideas on how to fix this? Harry Voyager
Eh, shooting things in space is a whole lot trickier that shooting them in the air or on the ground. The Space Shuttle, which is only an orbital bus is already going faster than any aircraft ever constructed. It's sort of how aircraft were when they were first built. Nobody figured out how to effectively arm them for some years, and even then it took decades before they became true warfighting units. Harry Voyager
I've only really had problems with the Ship Builder and the Quarterly Reports so far, but those tend to be game crashers. With the Ship Builder, I've discovered that there is not only a jewel limit, but also a changes limit. Basically if you place and remove enough modules, the ship builder stops working correctly, and typically crashes the game. Also, placing hardpoint pivots seem to cause the Ship Builder to become flaky, and start flutt
Does anyone know if it is possible to rotate a hardpoint axially? I.e. rotating its "Up" alignment, rather than its forward alignment? The current rotators seem to only modify its forward alignment. One of the winglet hardpoints on the Terran Small ship frame is oriented with "up" pointing down, rather than away from the ship the way the other winglets are. My scout ends up with one sensor pod tipped, and the other underslung, and being t