[quote who="phril" reply="4" id="2740486"]Actually, when you think about it a certain way, it's the traditional method of 'throw more people at it!' that doesn't make much sense. Raising a building requires a certain number of people to do in a reasonable amount of time and adding more people beyond that doesn't speed things up significantly. Consider building a house: you can't start putting up the frame until the foundation has been laid, can't put in drywall til the frame is fi
JesperEB
[quote who="Sushikawa" reply="285" id="2738653"] Quoting Shermyth, reply 277I would say PCGamer is dead on about this game. 6 months of polish and bug repair would have made it ready for release. It still would be light in content, but good enough to release. This company is working to get a reputation like SOE has for games. Wait 6 months before you buy it. If you want to make big money in PC games look at what Blizzard does. 1 million sales the first
I'm disapointed with the game. To me it seems like its only the games engine that actually finished and all the content still needs to added, tweaked and polished before it becomes an actual game. I'd have to agree with PCGamer on this one: Its a beta at this point. There is just too many things in the game that seem to be thrown in there without having been tested or balanced. Have already requested a refund through Stardocks homepage.
Not posting to bash or trash the game. Just dispointed with the state its in and not interested in playing if that is supposed to be a finished game. So where do I go for the refund that is supposedly available? I bought the game online via Impulse if that makes any difference. Thanks.
And here I went around thinking they programmed the game by going into DOS mode and typing... c:\>Copy con galciv2.exe ..and then just typed in the needed stuff
But I'm not sure, perhaps the problem aren't the modules themselves, but the range +x% modifiers (given by techs etc.). Depending on when and how they're applied to ship range, they might be a major factor. It would be interesting to know how they work. Yes, this is indeed the biggest problem here. Be
Too bad thats how it works. I was looking forward to seeing this badass privateer show up and kick the snot out of those enemies daring to attack my trade routes. Thats what you would expect after reading the description of it.
Instead of alt-tabbing, how about hitting ALT+ENTER to change to windowed mode? Then you can hit ALT+ENTER again when you want to go back to playing the game. For some strange reason this method often switches quicker on my computer than alt-tabbing does, and that goes for many games.
I think the beta patch installer should require you to type in a sentence along the lines of "I understand that this is a beta patch and that it may be full of bugs and errors that I would not otherwise encounter. I promise not to complain and whine since I am installing this patch of my own free will and have been warned of potential errors." It should be required to type in every single letter, not just press "Yes" after ignoring the text.
Does this mean you will be making a WindowBlinds theme featuring GalCiv2?
I don't think you'd be able to convert multiplayer into a format where the players would be able to make their moves simultaneously without changing a lot of the game mechanics at once. For example, intercepting a fleet in space - no way that would work if your move happens at the same time as your enemy's. You'll miss them by a
Please do this! And please make it work like the classic Stars! game where all players plan their moves and send the commands to a host which then calculates the results. That prevents having to sit and wait for all the other players to do their turns while you cant do anything.
Am I really the only Stars! fan among all the GalCiv`2 players?
if i understand it right i must be an empire to play metaverse games with other players?! If you think that being in an empire will allow you to play multiplayer, I am sorry to disapoint you. The metaverse just allows you to upload the score from your singleplayer games so that others can see them.<br
Would be interesting to know if maybe using the cheat functions to reveal the map maybe reveals it for all races including the AI? That would certainly explain why this behavior was observed.
1) I find it difficult to believe you are a programmer considering you are complaining about a beta being buggy. On the internet everyone is a programmer, lawyer or both
I have had this bug show up too, but its purely a display bug and in reality there is not 10 billion people on the planet. It just displays as 10 billion on the galaxy map, but if you invade again you will be facing a few hundred people and win easily. Also, if you have the espionage level to zoom in on the planet you will see the real pop number which is something like 0.01 billion.
This is a known bug in 1.1(b). Hopefully it will be resolved and a new beta released shortly as the bug does make the game unplayable, and as such i have given it up until the new beta arrives It doesnt make it "unplayable". You just have to design new ships instead of using the upgrade function. It
Why not just save / try it / reload -then come back and tell us what you found? Because most starbases dont give any benefit until they have had a few modules installed as well. So its not enough to just build the base and go look whether it affects a certain planet on the edge of its influence.
I know there has been strong arguments against it and I would agree that multiplayer would be pretty boring if was to be based on the current turnbased set-up. So what I would propose would be to develop and sell multiplayer as an expansion pack and make it very different from the singleplayer turnbased play. My idea would be to turn it into something similar to the classics VGA-Planets and Stars!, which I am sure there must be other people than me who
Eliminates need for constructors (this games version of settlers) all together. It does change a few things about gameplay... like the galactic resources are just a matter of getting the funds to grab instead of physically sending a constructor there first... but thats a small price to pay (and basically inconsequential anyways a
Define "need". Many times, I've had production starbases that aren't fully upgraded because I don't want them to be (I like having money, for example). Often, the worlds near there are building constructors. I would suggest need was defined by allowing us to check off a few boxes for each s
I am playing a metaverse game with the following settings: Slow tech Large galaxy Uncommon stars Common planets Common habitable 9 opponents After playing around 2 years into the game it crashes to desktop. Reloading from the autosave results in CTD after playing 2-3 turns so its easy to reproduce. I can provide the savegame file if that helps. DEBUG.ERR: Debug Message: Version v1.1
That damage only happens on a succesful conquest can also be exploited. For example if you have a bunch of transports lined up to take over some enemy planet with a huge population you can send them in 1 at a time and use some cheap planetbusting tactics (massdrivers maybe) on the first few ones in order to wear down the enemy. Then go for traditional warfare when they are low enough to be conquered.
I dont think there is anything wrong with the AI giving starbases as support, but it should be for a good reason. For example, it shouldnt be giving me an economy starbase thats located deep within its own territory. But at least this has inspired me to build starbases in other races territories and then give them away to increase tensions between the races that I would like to see fight each other <img src="http://images.stardock.com/gc2/T_