Spinnemaus

Spinnemaus

Joined Member # 2396625
0 Posts 0 Replies 117 Reputation

I'd like whatever obscure bug that has caused none of my saved games to work, new or old, be eradicated so that I don't feel like I spent money on making GalCiv2 unplayable. ... now, that said, I do think you're doing a great job and I do have faith. The above just depresses me. A way to customize station graphics & a way to access the ship builder outside of an actual running game. Mmm... I wouldn't mind a polycounter display during ship building. I'm trying to be m

437 Replies 246,216 Views

Your own custom race templates should have no actual effect on the AI templates. Hell, they're not even saved in the same folder. Further, if you dig around in the folders you'll see that all the files the code says don't exist actually do exist and are in the correct place. If it helps, and I know this isn't what you want to hear... A number of us are having a seemingly related issue where none of our saved games will load - the debug is pretty much identical. I was having

11 Replies 15,039 Views

Occasional issue pre-1.5 with AI ship graphics being invisible. This would invariably cause a crash while battles were set to visual. The battle would play out then crash to desktop when I tried to close the view post-resolution. Setting battles to instant/auto so it wouldn't switch to the visual mode stopped that. Post 1.5 I can't get a single save game to load, haven't noticed any invisible ships. I should note that this occurs with old saves as well as new post 1.5 games. <br

6 Replies 5,101 Views

This is on a fresh install of GC2 w/ DA. No mods. CustomPlanets.xml modified to include custom planet names. Custom ship templates/configs; the custom .shipcfg files causing an error have been removed. Multiple AI ships can't be located though I'm told that shouldn't cause crashes, only invisible ships; I have played games where the AI ships become invisible. When this happens the game tends to crash after a completed visual battle. At this point I can save games fine but any game I load g

6 Replies 5,101 Views

I don't have any experience with GalCivI at all. Hadn't thought about equipment with combined attack/defense. I'm not sure it's even possible. Not only is the combat system ridiculously simplified, and therefore ship design rediculously simplified, but most of it seems hardcoded. And yeah... it's like there is this penultimate glorious visual shipbuilding system... and then the actual ship stats/combat was like 30 minutes worth

7 Replies 6,165 Views

Any way to modify the ship behavior in the eye-candy battle display? Seems once you have a fair number of ships in there they're all concentrating on trying not to collide with each other within the vastness of space instead of trying to blow each other up. Possibly make Large-Huge hulls mostly stationary in the back, Medium hulls screening, and Tiny-Small hulls moving into the pack.

894 Replies 389,436 Views

I'm assuming as much currently. It's a bit unfortunate because the system is so simple that adding a single other variable value would add quite a bit of technology tree, ship module, and strategic depth. It's like they were looking for a simplicty vs. depth sweet spot and went just one notch too far. I wouldn't completly write off the concept however. The mechanic isn't much different than the one already in place... and really the one in place is ridiculously trivial.

7 Replies 6,165 Views

Ship building within GalCiv II is wonderfully varied and complex while still kept simple for those not wishing to really dive into it. In essence, it is only as complex as you want it to be. As wonderful as the ship building aspect of the game is I feel that the actual ship to ship combat mechanics, while elegantly simple, are too simple. In theory how far can the base combat mechanics be modified? Specifically I'm lo

7 Replies 6,165 Views

Ship Building D) The ability to choose a secondary palette upon race selection and the ability to choose between the two palettes for each piece of jewelry while designing through the shipyard. It would work like the size slider. Select the jewelry, move the slider to adjust size, select the primary or secondary palette. Once the jewelry is attached to a hardpoint the settings are locked. I really, really, really would like the ab

894 Replies 389,436 Views

Reposting this here since A) is relevant to the issue and I think would be a huge boon to all shipbuilders. Ship Building A) Would it be possible to implement a main menu shipyard? This shipyard would have all base hulls and jewelry available. All designs created through the main menu shipyard would be made available within any game started using the relevant base hull style once the appropriate hull tech is researched. Palette colors could be altered with

4 Replies 5,631 Views

Ship Building A) Would it be possible to implement a main menu shipyard? This shipyard would have all base hulls and jewelry available. All designs created through the main menu shipyard would be made available within any game started using the relevant base hull style once the appropriate hull tech is researched. This way we wouldn't need to access a saved game with the appropriate style selection and completed hull tech researched simply to play with the shipyar

894 Replies 389,436 Views

1) Stargates (aren't these part of the backstory?!) that provide a speed bonus between two linked Stargates. Tech tree could include basic pathed Stargates, self-sufficient Stargates (think preparing for war by plopping a Stargate strategically within enemy territory), reconfigurable Stargates (can move to any other Stargate with the speed bonus not just the linked Stargate), upgraded speed bonuses, sensor jamming/improved cloaking. These could be bu

894 Replies 389,436 Views