If I purchase World of Goo from Impuse... is there anyway to get the Linux version?
Farrout000
1) Allow ships to carry multiple constructor modules. This works just as it sounds, as your miniaturization tech goes up and you get larger hulls, you can add more then one constructor module to the ship. You can then build with all of these modules when you build/upgrade a starbase. Of course if you don't use them all in one shot, the extra modules disappear. This will remove some of the drudgery of building and managing all these constructors. It will also allow civi
[B] Allow ships to carry multiple constructor modules.[/B] This works just as it sounds, as your miniaturization tech goes up and you get larger hulls, you can add more then one constructor module to the ship. You can then build with all of these modules when you build/upgrade a starbase. Of course if you don't use them all in one shot, the extra modules disappear. This will remove some of the drudgery of building and managing all these constructors. It will
I have a simple suggestion that won't solve all the issues (but maybe help build starbases quicker). [B] Allow ships to carry multiple constructor modules.[/B] This works just as it sounds, as your miniaturization tech goes up and you get larger hulls, you can add more then one constructor module to the ship. You can then build with all of these modules when you build/upgrade a starbase. Of course if you don't use them all in one shot, the extra modules disappear. <
I think this is a bug. As the Korx, I purchased Super Spy Training Technology from the Krynn and built the center on one of my planets. Several turns later they also built one. It is a super project and only one should exist. So even if they had started their own version, it should cancel if I beat them too it.
I've seen this as well. In one game every planet was filled with miners and very few fighters. This occurred until someone declaried war on them, then they started pumping out the attack ships.
[quote]what is the new victory condition?[/quote] Its mentioned in the journal entry for today. If I understand it correctly, build starbases on specific points in the map (new type of resource), wait a few turns, then win!
[quote]The only thing missing is an actual release date?[/quote] I believe Jan 15th is the expected release date as mentioned here: [link="https://forums.galciv2.com/?aid=167788#1378305"]WWW Link[/link]
This is a small suggestion/issue which trips me up all the time. On two icons, Cross.png and LaunchPt.png, which are Rally Point location selection and Launch direction (I believe). The pixel you are selecting when you click is in the upper left hand corner. However, the icon is drawn so that it appears to be selecting a different pixel then it really is. When I am zoomed out on a large map, I have to guess which location I am really selecting and it usually takes a couple tries to get it ri
[quote]New Victory Condition: Ascension Previously, the technology victory in Galactic Civilizations has the player ascending to a higher level of being. This has been changed so that a technology victory has the player mastering the known dimensions and being able to develop weapons that affect space-time.[/quote] Can you explain a little more on this? Does this mean that the current "Tech Victory" will unlock some kind of weapon(s) that you can use? Is this weapon a
Strato84, it really doesn't matter too much because if you play at a higher difficultly level then tough, the AI will start to get extra bonuses anyway. So all you need to do is just play at the difficulty level that is right for you. If it really bugs you, just replace the races with custom races that you create in which you have spent all the ability points.
I would like an easy way to launch empty transports. Sometimes I want to ferry people around, but I have to drag the slider all the way down to 0 then manually add 1 person. Its kind of a pain when you have 5 or 6 transports to do multiple times. Why can't I launch with zero people? Oh, and bibpopa8, if you mean recycle/scuttle a ship you can click the destroy button when you select a ship and it will destroy it and give you a little BC back.
Zenticutus, my first game with the Drath was a disaster. I played them as I would any other race with a quick buy, colony rush. My economy crashed and didn't recover, I stopped all building and spending and I was still running in the red. I think I spread too quickly and didn't find enough anomalies to keep me afloat. As soon as all the other races declared war on me and starting sending transports to my low-population worlds I knew it was over. There was nothing I could do to recover that
If this has already been mentioned I apologize, I am using the latest beta version. There is an event in which you support a minor in capturing all of a major race's technology. There is a bug in this event, it causes the minor to steal EVERY tech that the other race can and will research. So now I there is (was) a minor in my game that had every single possible Terran technology including the Plague Cure (we didn't have a plague event), the Technological Victory tech, all we
Yeah, I am playing as the Korx with the Drath in the game and I can't go a couple turns without someone saying that someone else is paying them to attack me. I'm pretty sure its the Drath because I haven't had this problem before. Well, at least I built the mercenary training ground so I get some cash out of it.
Check Stardock Central again and make sure you have version .92[b].004. I think they just release a patch to fix that issue.
I saw this bug tonight as well, but it is a little different. When the turn button disappeared on me, it was because the auto-moves weren't resolving correctly. What happened is that the miners were on auto-mine and were trying to go to asteroids that the terrians had ships/miners on. The Terrians didn't build mining bases (for some reason), they just had miners and other ships on the asteroids. The auto-mine was trying to bring the miner to that asteroid to mine (it was the last one), but t
A few suggestions after playing the 3B demo (some are general suggestions as well): The Korath, Iconian and Krynn colors are too similar. It is difficult to tell them apart on the minimap. The colors should be reworked. For some reason the AI will request to trade expensive tech for cheap tech. For example the Drengin traded me Star Federation for Xeno communications. This was also very early in the game, and I doubt they could have researched Star Federation by that time.
#1: After you research the Extreme Planet colonization techs (Aquatic World, Toxic, World, Radioactive, etc. Just send a colony ship to the world to colonize it (like any other planet). #2: Military Production is used to build ships in the current plant's starport. Social Production is used to build building on the current planet and research is for researching new technologies. Clicking on the Military production will speed up the construction of ships in the planet's starport.<b
Hey everyone, exercise your right to vote and head over to VE3D to vote for your favorite strategy game of this year. Hopefully you will vote for Galciv 2 DA, but there are a couple other good games on there as well. (Don't make me choose between GalCiv 2 and Supcom! ;p ) Vote [link="http://ve3d.ign.com/"]WWW Link[/link]!
Yeah, this is a great idea, Visio works this way as well.
Thats a good point Wydmer... perhaps some techs should have ethical alignment associated with them... so as a terran, if I buy or acquire an "evil" technology and use it, it will decrease my alignment a bit.
I am reposting this for a few more responses... sorry if you already seen it. I never played GalCiv1 and I know this has been a hot topic in a past... but how about a space monster mega event for TA or 2.0 patch? Maybe it only hangs around around for a few turns... maybe it creates a high PQ planet as a nest and guards it in orbit (like the dread lords mega event). It doesn't necessarily have to roam around and destroy things (although that would be cool too ). I think it would add a l
Looking at Beta 3B from today, I browsed through the Krynn tech tree I found many issues. I appears it was copied from the Torian tech tree and many of the descriptions need to be removed or updated. For example Aquatic World Colonization discusses the Krynn’s life as an aquatic species which is incorrect (I believe) and Space Militarization, Interstellar Construction and Artificial Gravity discuss their enslavement by the Drengin. In any case, there are several issues that should be
Does it have anything to do with whether you have the save ships to hard drive selected or not? I think I turned it off for a while and I would crash (maybe once a game or so)... then I deleted the My Documents folder and it seemed to work for the next game or so.