I don't think it's a bug at all. Tech trading on/off is something that you get a chance to set at the beginning of each campaign. The game treats your selection as a playing-style preference, leaving it as you set it last rather than making you reset it to your liking every time. It's the same with galaxy size, victory types allowed, disabling minor races, etc.
MarshallONeil
Have to see what else I would lose by switching to them. The only loss you'll notice is the 25% Soldiering bonus. Just make sure you pick up the Tir-Quan training to compensate.
pop growth only affects a short part of the game If you're going for a conquest victory, population growth affects two parts of the game - the early colonization phase and the late planetary invasion phase. In both parts of the game, population growth enables a planet to recover quickly from sending out colonists or invasion forces, and en
@Mumblefratz , lol! The version I heard involved a freshman girl from Atlanta and ended with "Ok; so where are y'all from, b*tch?"
I am sick of seeing my tech goto the baddies I'm just the opposite - I wish to God I could stop stealing techs from the other factions, or at least get some kind of control over the process. I can't count the number of times my halfwit spies have burgled Industrial Centers, throwing my entire production schedule straight out the window and f
I wonder if the scientists who work on the miniaturization projects feel like they're being micromanaged?
From a place where we don't end a sentence with a preposition! No, point that Doom Ray somewhere else, I'm just yanking your chain. I'm in Northern Virginia, near D.C. /John Cleese = best Robin Hood EVAR!!!
They also tend not to play anything larger than medium maps. I understand why the devs don't want to play gigantic games during testing - they take for freaking ever, and testing time is an expense - but I wish they would so they could see how unwieldy the whole game becomes at the larger sizes.
It would be really nice to have a diplomacy screen option where you can give the other factions the "Remove your ships or we will do it for you!" message that they send you. It would definitely beat ineffectually pointing at the screen and shouting "-- We know what you're doing!" Especially if your wife hears you...
I really don't think this rates a rant. However, a third choice of "Buying online was my only option" should have been included. And not just for folks who live in some Godforsaken armpit of the world. I live a few miles from Washington, D.C. and have yet to see GCII in a single store - Best Buy, Wal*Mart, EB Games, etc.; and I always check the shelves when I'm in one of those. And yes, I realize that DC is a Godforsaken pit ( A more wretched hive of scum and villainy
I had one of the older, cooler metal Micronauts - he had a rocket pack with fold-out wings, and I think he was called Time Traveller or something. I also had a bunch of the different-colored translucent plastic ones with silver heads and torso inserts. They made a bunch of vehicle- and space station-type things, too. I thought those looked like space-age hamster toys. Still wanted them, though...
I have a couple of practical questions for Brad: Will we be able to use this feature in Metaverse games? If we will, how will the various settings affect our scores?
Spaceballs? There goes the planet.
I wouldn't mind waiting a bit longer for a more full-featured offering. Having the beta to mess around with in the meantime would be nice, though. GalCiv II: Gold? Gold = old and busted GalCiv II: Latinum Edition
Way cool! I can't wait to give my ship a rotating Viking helmet! I think I'll replace one of the music files with the Ride of the Valkyries. I love the smell of burning Torians in the morning. Smells like... victory!
Gah! They're even more freakishly ugly than I had imagined. I'm about to start feeling even less pity than I already do when I wipe the galaxy with these things.
What is the pirate's favorite race to play? > The AAAARRRRR ceans! What do space pirates do with captives? > Make them walk the Planck! "Careful, matey, it's a quantum leap when ye gets to the end! Har!" I think that may be enough for now...
A very good idea. I think it would be more interesting if these abilities had some variability from game to game. That way players won't start out each game knowing exactly how powerful the various AI races will be, and there will be some guesswork involved in crafting your strategy each time.
I had a 300% food tile but when I put Xeno Farming on it I got no extra food production at all?! This is likely the result of an older problem that I believe has always been there. Think back to the turn when that farm finished. Did you start building a Xeno Farm, but on the turn it finished building, did you also finish researching the next leve
Great news, thanks Cari! our version control program doesn't always handle file comparison and merging that well Please tell us what you're using. I was forced to use M$ Visual SourceSafe for years, and am finally getting a chance to look into alternatives <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIGN="a
You guys rock! Thank you!
Heh. This was a while ago. Quake II. Sidling down a ramp in a darkened area, concentrating on finding the power cube receptacle. Silence but for my labored breathing and the faint thump of distant machinery. I'm down to 15 hit points. I spot the hatch cover I'm looking for and move out into the chamber, away from the wall. Suddenly, from both above and behind, the sound of iron maidens rising from the floor. You know the one: "Hhhhhuh... OOOooooohhhh!" Then the sight of missile
These could all be intersting if they start late enough in the game. Here's my 0.02 on two of them and one of my own. #3: This could work, but only if the player gets to actively engage in a dialog with the other AI factions to figure out a solution. Probably involving a UP-type dialog with multiple steps. For instance, factions could opt into an emergency temporary alliance to destroy the uber faction - for the AI factions, it would be a random choice based on the amount of influence e
The only "Build nothing" option I am aware of is in the starship construction screen - the one you select when you don't want to build any more ships on a planet. When I don't want to build any more planetary improvements, I just don't select anything new to build. Could it be a translation issue? Your handle looks Finnish, saakutarallaa - do you play the English language version?
a couple of exploits Please, please fix the farm bonus tile curse/exploit! I really like the way the farms were changed so that an average planet can now make it to 19 b with two advanced farms instead of 15 b population with one; but ATM I can't use the farm bonus tiles for fear of population overload after I upgrade! <img src="http://im