bovi

bovi

Joined Member # 2418770
0 Posts 73 Replies 10,880 Reputation

Alright, this is my first bug report, after my first game in the beta, played against the AI to get into the game. I realize that you are primarily looking for multiplayer issues, and I have not read the other bug reports, so this might be superfluous. Anyway: When I destroy the defences of the AI, it will often start rebuilding mines on nearby asteroids. This is quite alright, however when I destroy the constructor they are left with 0 hit points. Having eradicated the rest of the enem

297 Replies 220,915 Views

[quote]You can download the beta as soon as you buy it with the tokens. Make sure you have "show pre-release versions" checked, and you should be able to download it.[/quote] Ah, of course, I forgot the pre-release checkbox. Thanks a lot!

241 Replies 227,587 Views

I notice in the FAQ it says [quote]If I buy the game using TotalGaming.net tokens, can I get access to the beta even though it may be closed? Yes, since tokens are deducted immediately, TotalGaming.net members always gain instant access to betas.[/quote] I gather this is not quite the case with this game, at least the game isn't available for download. Might be an idea to change that entry. I was warned when buying it earlier today (Multianna's video caught me) though,

241 Replies 227,587 Views

Am I the only one who has problems with SR2's movies? What happens is that the sound plays fine, but the picture freezes at the first frame of each movie. When the sound has run through or I press escape, the non-movie ends and the game proceeds. Both the demo and the full version bought on TGN has the same behaviour. I've filed a support request with the developer, but the language barrier is pretty thick. I feel they must be babelfishing to and from Russian, as their respon

8 Replies 3,503 Views

Another way to give the guide book (and survey ships in general) a bit of usefulness after the initial anomaly rush would be to add an ability for survey modules to collect scraps from destroyed ships. Maybe a base scrap value of 20% of production price, reduced according to the types of weapons used against it, the more powerful weapon the less usable material available (a black hole generator of course leaves nothing to be scooped up). A ship would probably be more cleanly destroyed by beam we

22 Replies 19,124 Views

I'd rather have a screen where you can see what categories of modules each starbase can get upgraded with: Influence, production, trade, ship attack, ship defence, and least amount of turns necessary for a constructor to get there. Click the base in the list to set a constructor to go there. The constructor selected to do so is the one of your idle ones which will use the shortest time to get there. I use the rally points for the constructors currently, but I too tend to forget bases

11 Replies 6,241 Views

Heroine, you need to respond to your own post in order to have it appear in the lefthand "recent posts", it's a minor bug in the forum. Noone is able to read through every post, so the workaround of bumping to highlight it there is essential to have people actually see the post. I don't like the idea of distant ships being able to churn out new ships. Where would they get the materials from?

19 Replies 11,221 Views

You can only get 100% TOTAL of your production capability, divided among the social, military and research production. If all those three sliders are at the max, you're producing 33% of the possible military output your planets would be capable of, 33% of the possible social output and 33% of the research output. You can see this in the area of the sliders. To get complete payoff on your research capability, you will have to forgo producing facilities and ships. Use focus to adjust individual pl

11 Replies 5,475 Views

H AI decides which of your techs it really wants (Industrial sector and planetary invasion, for instance), and will refuse to buy any others, at least until the most desirable ones are acquired. Decisions may be based on 1. Its own tech items. The AI is unwilling to buy any tech obsoleted by another that it owns. Weapons of another class than its main weapons are not very interesting unless an enemy has great defences against its main weapons or it is more powerful than the curre

30 Replies 25,983 Views

In my case, what made the sale is the lack of CP on GalCiv *1*. When I heard the hoopla about GC2, I pirated GC1 to see whether it would be worth buying GC2, and it went above and beyond in convincing me it would be.

20 Replies 22,778 Views

Installing to a different folder worked. Maybe the sig.bin deletion would work as well (I uninstalled shortly after posting this report), but I can't see why that isn't something the game could do by itself once it discovers it is invalid for some reason. Or for that matter, why it's matching anything to the machine SID in the first place. Draknost, I've installed the game on my work laptop as well as my home comp, with no problems, so Stardock does not marry the game to a given machi

5 Replies 4,943 Views

I reinstalled Windows XP, then reinstalled SDC and chose to install GalCiv2 in the same folder it was already in. When starting the game now I get the error message "The product appears to be validated but the serial number or the machine SID don't match". What is causing this? I'll try to install to another folder, but I can't see why it shouldn't work the way I did it.

5 Replies 4,943 Views

It's savegame compatible with 17? I have a good game going on maso and would hate to lose it you see . I'm playing on from an hour old save, I just thought the savegame might be useful for weeding out crash issues. I have a hunch that what went wrong was I accidentally saved over the autosave slot; after that it never stored in the autosave slot but ra

5 Replies 5,085 Views

It should at least not be possible when playing blind exploration, as you don't know which direction to send the message signals. Playing with normal exploration, you always have a good idea where everyone is. It seems like a bug to me anyway as it is impossible to use the GUI to do it, but Sephlock has a very good point storywise. It should be fixed in one of three ways: -Allow talks with everyone through the GUI or keyboard shortcuts<

7 Replies 7,111 Views

No, attack is from 1 to ship maximum, while defense is from 0 to ship maximum. Keep in mind that each category is rolled separately, so an *early* distributed defence capability is much better than one focused on one type, excepting of course if you have focused on the type matching your enemy's weapons. Conversely, attacks should be focused on one type rather than distributed as the defender rolls all his defence versus each attack type. Be

6 Replies 3,517 Views

I restate my case for BETA4 build 16, haven't tried build 17 yet so I'm not sure it's still an issue there.. In my last crippling sandbox game (small galaxy, uncommon planets, very crowded), I lost the race for every single habitable planet but Mars. I then rushed for impulse drives and space weapons, and attacked my nearest neighbour (which happened to be Yor again) as soon as I had built my first ship. At the time they had 4 colonies, and 2-5 helples

11 Replies 13,887 Views

I love the rally points, they reduce the micromanagement immensely. But IMHO they could be even better. The current behaviour of setting a destination for a ship defaults to NONE, which doesn't make sense. You wouldn't bring up the dialog if you didn't want to set a destination, and the cancel button is your friend if you got into the dialog by mistake. I want the following simple changes to the set destination dialog, to reduce the amount of clicking

0 Replies 3,597 Views

Maybe once you've declared your ethical values, it automatically chooses that path for whatever ethical events happen afterwards? I can't see why you wouldn't see the actual events though . Being evil gains wicked weapons, and good gains terrific armors, both are great. Neutrality doesn't even compare.

19 Replies 10,744 Views

Playing the campaign, the Drengin and Yor are constantly complaining when I initiate diplomacy, about my "strategy" of making peace and then stabbing them in the back again, and they at least have honour. Punishing those who constantly break treaties by refusing to enter any more is great, but it's an unfair greeting when I haven't broken a single treaty throughout the campaign.

5 Replies 5,334 Views

I didn't think of that tactic, and unarmed ships is a valid parry, but there would be no need for more than one such ship in orbit. A tiny hull like a scout would be better than the small hull of the defenders. There were 4 unarmed defenders along with 2 scouts and a colony ship (that was too slow to find an uninhabited planet) hanging out over one planet as I approached with my not-so-impressive fleet of 2 small ships with a Stinger II and a drive eac

11 Replies 13,887 Views