genesisv

genesisv

Joined Member # 2398740
0 Posts 0 Replies 137 Reputation

Agree ... they only waste population and build time I try to have one ship at least at every planet + 1 defending fleet at major points ... no big problem to intercept single fleets and no problem with single transporters ... The AI would surprise me if they come with 2 or 3 transporters at the same time + 2 fleets (of good ships) ... because then I would really run into problems <img src="http://images.stardock.com/gc2/T_DL/smil

11 Replies 17,063 Views

I dont know if it is intended ... but I think it counts as an exploit ... especially at the beginning you know where you should send your colony ships And dont tell me not to use the button ... its only one ... little ... click .... argh I can not resist

8 Replies 3,946 Views

Hm I found that it does not help to set taxes to 49 % at the beginning -> population growth is too slow ... And really ... it does not matter whether you get 20 bc for 49 % or 10 bc for 25 %. Afterwards people of course have to pay the imperator

19 Replies 21,282 Views

Yeah, I have that problem as well. Stardock please fix this problem... Hm I had got this problem too when I downloaded it in work

12 Replies 16,146 Views

hm ... you have downloaded it with stardock central before? It should work if you can select "Run application" in context menu ... otherwise it was not downloaded correctly? Maybe you have to start it first in work and then it can be archived

12 Replies 16,146 Views

Yes ... You can use the stardock central for this - Open stardock central - Select GalCiv II - Right click ... select archive application (or similar) - Burn the newly created file (it should be under C:\program files\star dock\backup) on cd - Install stardock central at home - Copy the file to the same backup directory - In stardock central select "File | restore archive" (or similar <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=

12 Replies 16,146 Views

I would really like to see the hotseat option in one of the next patches (maybe 1.1) ... -> No need for battle replays (you sit on the same computer ) -> No need for message forwarding (for trading per example) ... let it as it is ... If i want to trade I ask the partner next to me ... then I give to him what he wants ... when he is at his turn he rewards me with what we agreed

20 Replies 15,982 Views

OK, to answer to question myself: The hard points should be "empties" in blender. To export it correctly afterwards you must have version 2.41 and the directx export script from this site: http://projects.blender.org/projects/directxexporter/ Unfortunately I found no way (at the moment) to import those empties from existing x files.

6 Replies 10,245 Views

Maybe you also want to look at this shareware tool: http://web.t-online.hu/karpo It can import x files and save to 400 different file types (a blender file format can be found too) Has someone got an idea about hard points - how to add/edit hard points with blender? After import of the x file I do not see anything like this ...

6 Replies 10,245 Views

I think the following 3 options (game setup) would provide a quick solution: - Tech trade is allowed without limitations - Tech trade is only allowed if you have researched it yourself (that would be my favorite) - Tech trade is not possible But maybe there are some balancing concerns (at least with option 3) ... I dont know

144 Replies 68,877 Views

bumping my own topic so it can be seen Yes, the forum is ... hmmm ... active What you think of is rather simultaneous gameplay in mp which would require major changes to gameplay (imho). This is how it is at the moment (and i think the

4 Replies 4,644 Views

OK I see. The diplomacy is also some sort of problem when you play cooperative -> 3 players are researching 3 times faster than the comuter if everyone concentrates in one direction and technologies are traded as hell. So there are 3 possible ways for this: 1. It doesnt matter that much, because if comuter players are allied they trade also a lot and you can set AI to hard. 2. Trade between players can be restricted anyway (settable on game setup) 3. Let the AI re

5 Replies 8,130 Views

First of all: Great game I nearly read all the posts on multiplayer ... and it seems that there are people out there who miss the multiplayer part. I do so too, in my case i would like to have some mp games (mostly cooperative) with friends. So my intend is to show ways how multiplayer could easily be implemented with little changes. The more I think about it the more I come to the conclusion that it should b

5 Replies 8,130 Views