I am pretty sure there is an option in menu that is checked by default that says something like "Skip unused moves after autopilot." You might try unchecking that, and see if it then does what you want.
BaninLance
What HEEGZ said. The computers trade techs with each other. You can reverse this effect and stengthen yourself by trading for the tech first, and then selling it to everyone else.
Right now I get all the diplomacy I can (to trade techs). After they implement the no trade toggle in 1.1 I might actually have to figure out other ones (since trading techs seems to make the game easy even on the hardest levels)
This patch looks awesome. Thanks for taking the time to listen to your community guys, it really makes me glad I got this game. That and the game itself is awesome in general Why is everybody getting exited about the option to not trade tech? It seems to me that tr
This is awesome info, thanks guys.
Seriously, is sucks having tainted metaverse scores >
This is hella annoying. Now my average level is all wimpy (I have only played tough or higher, but it shows "challenging". I would rather the 'normal' games just be removed from my account if they can't update the metaverse to the correct level.
Can some one make a sticky faq for game play questions? This has to be like the Hundredth post on this subject. Well, really this is something that should be more clearly spelled out in game, because it is not intiutive.
btw... Is there any way to build a flagship type ship that can investigate anamolies? What is needed for that kind of ship? You need to research a couple of the sensor techs, and then you get a "Survery Module" addon. I forget the exact sensor tech you need, but it isn't very far up. You can then add
Binnister's Suggestion 2 and 3 seem to be very import factors for increasing the AI diffculty. Especially #2. Attacking is so important that I will purposely stop my ships out of range, wait for the AI to move into range, and then attack. Basically I think it would be better for the AI if it also stopped it fleet's and waited for you to move. Then its a stalemate, if you move into range, you lose. If they move into range, they lose. It is is now, they always move (and lose unless th
Oh hells yeah!
If you're pre-scouting the planets, you're not really beating the AI are you? I mean, THEY still have to go out and scout. That's a pretty big advantage. To me, beating the AI would involve not having to reload a game at all. Quoted for Truth. Pre-scouting is super lame.
I have noticed this as well. I figure there must be a rally point there, and every time a new ship arrive it evaulates it for the "fleet". The best ships are in the fleet, but then there are a dozen that could be in other fleets but it doesn't group them.
Thanks for making this post. I hope they fix all of these in the next release, as they don't seem super complicated but all affect gameplay (the XML ones are ridiculously easy to fix).
I have noticed this quite often and it is easily reproducable. 1) Have a bunch of ships flying to Rally Point A. 2) Go to the governer screen, select all ships going to Rally Point A and tell them to go to Rally Point B. 3) Notice the "Autopilot" turns off under all the ships. Notice they all still have movement. 4) Press Turn. Notice none of the ships moved, wasting that turn of movement. 5) Press Turn again. Notice autopilot turns on and they all move to th
I to have noticed the 0 movement points next turn in game. It does appear to only happen to fleets, but I have seen it happen without quicksaving/loading. I think the 0 movement next turn usually occurs if I created a fleet out of multiple sets of ships that have varying amounts of movements points remaining in the current turn. However, that is just a hypothesis, I haven't confirmed it.
Be aware that if you make the 3000M troop transports as suggested by Mascrinthus (they work really well, I do it) that you need a good sized planet to build more than one. Otherwise a 5B pop planet is empty after 2 ships, and the 2nd ship won't even be full O.o
I've haven't done this, so it is just a theory, but I think all of the shipclass files for the in game ships are exposed to us. So, theoretically you could replace the files for the Lucky Ranger with an average (or above average, or below average, or whatever) ship that you feel wouldn't ruin the balance of your game. I can't say the same about the PQ event though, but the ranger seems the most imbalancing (since anyone can land grab, on one race gets the ranger).
You can find all of your saved ship designs in My Documents\My Games\GalCiv2\ships (you can usually access My Document from My Computer on your desktop or start menu). Post your most awesome one for other people to use! (I think it needs both the .shipclass and .shipcfg files for each ship, but I'm not 100% sure. Might only need one or the other).
What is the difficulty setting? Be aware that trading tech for money isn't very profitable at a higher AI level Difficulty is "tough", all AIs are on Intelligent. In my current game I have a surplus of 20,000+ credits at the moment. 2 out of the 6 races have been eliminated by me. I can post the save when I get home tonight if anyone is intere
*Warning* Reading the following strategy may make the game less fun, you have been warned. *End Warning* Currently, because of this 'feature', I have reversed it and turned it completely to my advantage. Every turn a check each race to see if they got a new tech, and if they do I buy it. I think go and sell it to every single other race in that same turn. This does 2 things 1) I am always technologically equal or superior to ev
I agree, this is really annoying. I found a workaround, which is that if you send a normal ship to the same square the rally point shows up in the multiselect window, which allows you to kill it. Works if it is along a normal flight path, not so well if it is hella out of the way.