HEEGZ

HEEGZ

Joined Member # 2387655
0 Posts 0 Replies 258 Reputation

Make sure your video drivers are updated, make sure you have enough virtual memory, if you can't see the videos, tutorials, or cutscenes try turning down your anti-aliasing setting. Naturally make sure you are running the latest patch and have the throttling option turned on. Sounds to me like your drivers though like others have said.

10 Replies 5,653 Views

If you want your ships in orbit to defend as a fleet you can research the tech for the Orbital Fleet Manager. They are cheap to insta-buy or only a few turns to build. If you want to improve your land defenses, research soldiering and increase your population... I understand your other arguments, just thought I would throw this out there.

34 Replies 18,287 Views

To clarify, there are the nine starting races, but five starting hull styles to choose from. Each race has a default hull style and color, but this can be changed to any one of the five, and any color combination. In the ship creator you are restricted to the hull types of which ever style you chose at the beginning (of the five styles) though you can use the jewelery of any of the five styles on your particular hull type which was selected. So your ships theme is kind of dictated by which of

11 Replies 7,006 Views

1. The max setting is probably all you will ever see. More than that and I'm sure the time between turns would really ramp up, especially on the gigantic maps. Not to mention making your empires needlessly complicated. 2. You can research techs like soil enhancement and orbital terraformers to add tiles to your planets. EDIT: reread your post, this answer doesn't apply, but my commments below still do. The things that you want to see are all available through various te

13 Replies 10,531 Views

You have hit on the right idea in the need for a command/sensor ship. However, your implementation is inefficient. Your fleets should use their maximum available logistics to stack fighters not some useless (for combat) sensor vessel. Also, since the ship only serves as the eyes of the fleet, it only needs to have the speed to keep up with them and the largest range possible. For this purpose, the majority of people use cargo vessels. They are che

7 Replies 9,196 Views

Um, you might want to contact tech support, I have downloaded 3 seperate patches so far and not had to do it for any one of them. I just lauch SDC and click on GalCiv2, click on update then reboot. No serial number for me...

6 Replies 9,572 Views

I actually lean towards the balanced planet tiles approach. I usually have half my planets with enough manufacturing to pump out the military ships, etc. The rest of the space and all small planets go with economy or research. I have had a couple instances where my manufacturing and economic capitals fell and it really put my plans back and with the second one I ended up losing because of it. Now I keep them mixed up with a heavier focus towards on

7 Replies 11,097 Views

There were some threads last week with hotseat workarounds. I didn't bother trying it out but there are people posting that it can be done. Try a forum search or looking a few pages back for topics with HOTSEAT in the title.

10 Replies 6,607 Views

I would like to see some moderation... Seeing the same question for the thirteenth time in a few days gets old fast and makes it hard to see the relevant new posts. Even if you don't want to delete idiotic/lazy posts, at least lock the thread so it can pass on by and not clutter up the first page or two. I'm still trying to figure out how this forum is organized, I'm gonna give it a month and see if it grows on me

22 Replies 30,694 Views

The devs have repeatedly said that this is a feature, not a bug. Both the player and AI can do it. If it bothers you alot, just consider that anomolies can be found by the survey module in a way that is seperate from sensors ability to show you planets, stars, and ships... Just a thought.

5 Replies 9,540 Views

Yeah manufacturing buildings affect how quickly your starships are built. Focusing on manufacturing makes it little bit better. Social focuses on how fast your buildings are constructed on your planet, and a manufacturing building makes it go alot faster than if there is none. There may be some other residual benefits, but basically focus on social production and build a manufacturing unit and then whatever other types of buildings you want there. After you have a starport and a few manufact

6 Replies 9,503 Views

Hmm, well I was under the impression that it was a straightforward so many BCs to unlock the earlier techs and the requirements increase steeply with the later techs. I've never had to go back and research a weapon tech later in the game though so if there is some sort of game balancing principle that kicks in I have yet to experience it. If that is the case I will probably try to spread out my techs a little bit more at the beginning than I am now. I'll have to do a search and see what/if th

6 Replies 5,333 Views

I'm pretty sure it is independant of population. I've colonized Mars and dropped 3 economy boosters into the tiles. The revenue doubled then tripled even though the population never did go over 2.5b out of a max 5 billion. It may be more complicated than this, but I think it just adds a percentage boost to your revenue from that planet irregardless of population.

6 Replies 15,559 Views

Well, I couldn't follow your example to well, but I understand what you are getting at. Say you have 25 research on one planet and fully fund it 100% with 100% focus on research. Under the planet info screen you can also click on the bullseye shaped icons at the top of the screen to focus on Mil, Soc, or Research spending FYI. Now say in another game you have 50 research but are only funding it 60% to balance your budget and have your mil, soc, and research all split 33% each. Basically in t

6 Replies 5,333 Views

Generally I don't build farms until after I have planetary invasion and am ready to storm an enemy system. Then I build an entertainment unit and one farm unit. It is quite a balancing act, because you need enough pop. for your transports, but not so many that you have no morale or production. Also, your non-military planets don't need as high a pop. since they won't be popping out transports. Consider using freighters and trade routes to bring in income in place of increased taxes from larg

12 Replies 13,878 Views

I already submitted this in the glitch report thread. The core designs for beam weapons seem to be working, however those for mass drivers (sniper, etc.) and missiles (missile boats, etc.) don't seem to be working. I noticed this in the sandbox type of missions. I am only just now starting to play the campaign so don't know there... Honestly you are better off making your own ships, but I was curious to see the art design of the core ships as well. Hopefully this will get fixed in the next

5 Replies 5,174 Views

This is intended to be a quick reference guide showing the progression of a well-balanced, laser-based navy in the early game. There are tons of possibilities, but this is intended to be an easy to follow example (as well as my starting navy): First ships establish reconnaissance, deterrence, and basic homeland security: Sensor Ship Mk.1 Cargo Hull HP: 1

0 Replies 4,156 Views

This is a glitch that I found last week and it is still in the new 1.0X When researching the prerequisite techs for the core ships, I was curious to see the appearance of the various pre-made models. Well I can only create the line of core ships from the Beam Weapon line of ships, Star Fury etc. The Mass Driver and Missile based core ships do not unlock in the buy window, etc. even with their prerequisite techs researched. For

317 Replies 92,696 Views