You guys are missing the point. Although the freighter is attacked, the trade route still remains. You will see a new freighter at your homeworld, the very next turn. If that's the way it works, how come if your enemy has the Galactic Privateer, and then you try to attack one of their freighters, you get a warning dialog and it won't let you attack th
astreeter
Not sure about 1.2 issues with it, haven't played too many games on it, but the privateer doesn't prevent your freighters from being destroyed. What it does is prevent you from losing your trade routes when a freighter IS destroyed. Thats all. I don't think that's correct, because I've tried to attack enemy freighters when another empire has t
There is no way to break an alliance with a minor race - it's one of the many features the developers didn't bother to finish in the game.
I think I've seen this happen. I've also seen kind of the opposite, where the battle ends while there are still ships on boths sided alive. I think the animation just gets out of sync with the damage scores sometimes.
How the heck do you get to 102 logistics? Even with every tech and all the bonus buildings I can only get up to like 40.
Maybe the 100% CPU is what is playing that theme music that skips all the time because it has to access the hard disk about once every second for some reason.
I just double-checked my GC2Types.xml, and it looks like the reason I don't ever see weapons called MiniBalls or Mass Drivers is because the MiniBalls techs give the the Railgun and Railgun Mk II weapons, and the Mass Drivers techs give me the Railguns Mk III through Mk VI. I mistakenly assumed that the weapons techs always gave you weapons named the same as the tech names (why are these the only ones different? Seems confusing to me, but since I was apparently the only one confused then I sup
To see if it's possible to use mass driver weapons, or if your game is somehow crippled, start a new game. The first screen is Galaxy Setup. In the upper right, chose Scenario 'Battle of the Gods'. Then continue to start the game normally. This gives you all techs from the start. I just tried this, and it looks like I have most of the weapons availab
I just got around to completely reinstalling the game from scratch, and this problem still exists - no mass driver weapons are ever available in my games, no matter how many of the mass driver weapon techs I research. In fact even none of the computer opponents seems to be able to use them. And maybe this is a coincidence, but in my last two games, no one ever got one of those random event were you find a precursor ship that is loaded with mass driver weapons. They are still available as upgr
GALCIV2 is nowhere near as buggy as you make it out to be. Clearly, you have no experience in software development. If you had, you would have known that bugs are categorized - you do not judge by the number of bugs, but the number of sev 1 bugs. I have played many games, some from Big Name Publishers, that had very serious bugs right out of the box, and it took a long tim
This bug's been around awhile. Have you upgraded to the latest patch? I haven't noticed it for a while, but maybe that's because I hardly ever build scout ships.
When I play Gigantic maps, the game often gets into a rhythm where it accesses the hard drive really fast about once per second. During that access, the music skips, and in fact my whole computer locks up, so like the mouse skips, and if I'm dragging the map, that skips too. Doesn't happen on smaller maps, so it could be a memory thing, but the game process is no where near hitting my RAM limit, so it's kind of a mystery.
After upgrading to the latest 1.2 beta patch, this appears to be fixed. I got tired of playing my current game, so I decided to go for a tech victory and just max out my research and press the turn button over and over again without doing anything else, which only took about 20 turns after that. During that time, six enemy planets actually defected to me. So never mind!
Maybe there is actually a completely different bug with the Mind Control Center then, in that it works exactly the opposite of how it is supposed to work (along with the huge economy bonus). Because I did build the Mind Control Center a while back. Now that I think about this, I noticed this in a previous game as well. I have continued playing this game, and I now have gone three years with no planets flipping. I have about 15 totally maxed out influence bases sitting next t
This might be related, and I'm sure you've noticed if you play gigantic maps and reload saved games a lot like me because you have to break to go to work: the influence borders are shrunk when the game first loads, and they don't expand all the way out to where they should be until 2 whole turns later. Also perhaps related to this is if you Alt-Tab out of the game and then back in, the influence also appears to get messed up so that the in danger of defection icons disappear around most of the
No bug fixes? I can name about a dozen gameplay bugs that have existed since day one that still have not been addressed.
I just noticed that my ships are gaining experience from killing enemy ships only equipped with defenses. If anything, the bug is that the AI make ships with only defenses. They ships will still always lose, but they cost more.
In version 1.0X I recall planets rarely defected. After the upgrade to version 1.1 planets defected a lot more often, to the point where it was actually a viable strategy to build lots of influence starbases. I even got comical warning messages about building them from enemy empires sometimes. Now it seems in version 1.11 planets almost never defect - I'm currently playing a gigantic map and I have had about 30 of other empires' planets with the in danger of defection symbol showing by them f
Here's something kind of minor that I've noticed: When I destroy an enemy freighter that's on a trade route, the ship remains visible for the rest of that turn plus the next turn. It only disappears two turns later. If I try to attack it again during that time my ship just moves on top of the freighter like it's not there.
That's just it - none of the mass drivers that I research ever show up in the weapons list. The lasers and missiles show up in the lists like they're supposed to, but not mass drivers. I'm thinking something maybe got permanently screwed up a long time ago in applying all those beta patches. I'll probably just do a full reinstall and put on the last patch, after I finish my current game.
OK, thanks, I honestly didn't notice that, probably because by the time I can build one of them toward the end-game I am raking in way more money that I can spend anyway. I wonder what the evil rationale behind the economy boost is in case they ever want to update the description. Maybe the mind control is like subliminal advertising and everyone becomes mindless consumers.
I've built this a few times, and as far as I can tell it has no effect. It's description says its supposed to make planets that might defect do so almost immediatly, but I've had enemy planets in my territory with the red danger of defecting symbol sit around without defecting for literally hundreds of turns after I build the Mind Control Center.
I'm playing sandbox. I can research the mass driver techs all I want to no avail. None of them ever show up as components that I can actually mount on my ship designs. All the beam and missile weapons work just fine.
How much RAM do you have free when the program runs? When I play gigantic maps the game uses upwards of 600 megabytes of RAM (is that typical or do I have a memory leak?), which puts me down to around 100 megabytes free with all the other processes I have running. If you have more other stuff running that I you might be running out of RAM.
In the control panel on the language settings on the advanced tab make the the non-unicode language is english as well. As a programmer I see the y-umlaut character all the time, because it is hex for byte FF, which is used for a bunch of stuff like marking the end of variable length strings and the like. So I'm thinking it maybe has something to do with unicode because it's looking at the wrong byte, like perhaps the program is expecting non-unicode key input but is getting unicode