No118

No118

Joined Member # 2455399
1 Posts 3 Replies 11,500 Reputation

Actually, since they always round down, they probably generate a number between 0 and 1 then multiply it by 6 and then round down. You'll never get 6 because 5.99999999999 still rounds down to 5.

9 Replies 6,281 Views

In a word. Yes. But as a seperate tag in the governers section, as I might want to change what is building, but not where it is going or vice versa.

4 Replies 5,112 Views

1. Nothing. Well, if it's too low you'll get rebellions, but other than that it's just for the pop growth. 2. I don't put research to 50% 3. Pop growth has nothing to do with the social spending rates. Unless you're talking about building farms/morale buildings of course. A new colony should be focussed on Social until it has a couple of factories and a starport built.

31 Replies 9,936 Views

If all you're worried about is extending range, it shouldn't matter which one you use. Influence starbases are pointless in the middle of nowhere, so you might as well build military/economic depending on whether you think you're going to need military support or trade boosting there later.

21 Replies 8,052 Views

Yep. Each module has a base size, plus it also fills a certain percentage of the total hull space. When hulls get big enough, it is only this percentage that is really important, so increasing hull size further is pointless.

6 Replies 7,415 Views

You should be fine with: Enable-GalCiv2-Collectors-Edition.exe What you SHOULDN'T be installing is: GalCiv2_ 10X _BonusPack_030806.exe The version number is right there in the filename. 1.11 includes all the changes from 1.0X

8 Replies 3,467 Views

Try clicking find to look for ships with moves left, then move them around. It happened to me when I tried to use planetary governers after the Turn button had been pressed.

9 Replies 4,261 Views

Thanks. I'm hoping that I post this up, maybe others will be encouraged to do the same. I like reading gameplay examples, it can be almost as interesting as actually playing the game itself. It's actually quite fun writing them as well. Gets you further into the game.

12 Replies 52,929 Views

If this was implemented, I'd suggest a corresponding drop in morale on other planets for 'unfair taxation policies'.

6 Replies 7,995 Views

I'd really like some improvement to ship-to-ship combat as well. I know we aren't going to get tactical battles, but it would be nice if the ships actually faced towards the enemy ship when they fired. It isn't THAT hard to do. I know this because I've done it myself, and I suck at programming AI.

8 Replies 6,330 Views

Oh, I almost forgot. In addition to this, the Arceans and Altarians 'Knew what I was doing' throughout the entire game, even before I had any warships. My guess is this is because I had all the tech victory techs, even though tech victory was off. Is there any chance of turning off this sensitivity for games with tech victory off. Oh, and because you start with Xeno Ethics, you can't choose your alignment and buy alignment specific stuff. But your opponents can.

3 Replies 3,346 Views

Why? I like anomolies and think the benefits u get r well balanced. They're fine at the moment, but if you're continuously getting these bonuses throughout the entire game it could cause problems. Could well turn out that you're best off building a massive fleet of survey vessels to grab every single anomoly the moment it shows up.

20 Replies 14,872 Views

An alternative solution to the whole first strike problem would have been to simply increase the HP of all ships and starbases. With longer battles, it would make less difference who struck first, since if all ships had, say, 10 times as many HP, even ships loaded up with top level weapons would have trouble wiping an entire fleet in a single shot. I hadn't thought of the whole MAD thing, but now you mention it, I could imagine it being a big problem... I don't want all my battles to

23 Replies 27,626 Views

I ran into this bug today. This is a Drengin planet I just invaded: Link As you can see, there is no colony hub. No anything in fact. This was their homeworld, and unsuprisingly they hadn't done a single thing throughout the game. I'd been wondering why they were so quiet... Interestingly, the lack of a colony hub also seemed to mean they had no limit on population... Anyway, this was in the

3 Replies 3,346 Views

There is an upper limit on starbases I think (I saw it when fiddling with the Maps). However, it is not linked to logistics. Your logistics limits the number of stabases you can build before paying, and how much starbases cost after that.

13 Replies 7,823 Views

They can tell he is playing it though, through the downloads. Of course, if he's playing it, they know and stop the key being repeated No, they only know if he has downloaded the latest patches or played on the Metaverse. He could keep playing v1.11 for ever in Sandbox/Campaign.

16 Replies 9,539 Views

There is an armour in each armour type for good races. The evil races get a matching powerful weapon in each weapon type. The Neutrals get the Neutrality learning centre, which is the best research building available, and can also research a tech to give them 3 extra trade routes. Each alignment also gets an extra tech at the end of the ethics tree.

14 Replies 5,718 Views

The problem is, since Gal Civ can run without a CD, there's no way that Stardock can confirm that the previous player isn't still happily playing away. I understand that it isn't particularly fair on you, but Stardock do not support second hand games. If I were you, I'd try returning the game to wherever you got it from. They should never have sold it to you. With any luck, you can get your money back. Then go and buy the real thing, since £20 (or whatever the equivilant is in your lo

16 Replies 9,539 Views