There is a mod to an old game called Ascendancy that truly amazes, and is the reason a lot of people still play such an ancient game. This mod, without "cheating" by giving the NPC races unfair bonuses, manages to challenge even the best of players, but the reason for this is that as far as I know, it was produced by the player community, much like Apolyton's version of Call To Power II. Much like GNU/Linux, many very intelligent and skilled people put many hours into its development,
Mistoffeles
Never had much of a problem with the Drengi, although my pet peeves are probably the Torians and Arceans. I am as neutral as the Arceans, but for some reason they seem to become my biggest problem 9 times out of 10 while the Torians are that last 1. Only in the most recent game I am playing have the Drengin become a serious problem, because for the first time ever they are actually putting effort into expanding which they usually are not very quick at in my games. My true greatest ene
I would love to have the option to reject a race surrenduring to me, resulting in the creation of multiple minor races, with 2-3 planets each. Then again I'd rather no races surrendered to anyone, it's wreaking havok with my current game, as there have been 5 surrenders so far (only one to me), including one race who surrendered to the Drengin soon after another race surrendered to them to avoid being taken over by the Drengin. Funnily enough, I currently own the Drengin home system and another
I cleared my metaverse character when 1.11 came out, and have gotten into the habit of "tweaking" every page of the game start process, due to all the problems. It's interesting that all my medals (what few and feeble ones I have) still remain, but then I hope to surpass them soon if I can get the time to play.
I don't have much trouble if I sign on from college during the early morning hours, but there are busy times when it can get so bad I don't even bother to try...fortunately, I have GalCiv2 to play when I can't play Stardock Forums.
Wasn't there a way to make PQ0 planets not show? Aside from that, one time I was almost finished a large map, when suddenly a random happened that made all the PQ0 planets in a 3x3 sector area suddenly become PQ12, resulting in adding over 50% to the total number of habitable planets. The Altairians had 2 planets left and they both had 2 influence starbases within 2 parsec of them, so I had to destroy the 4 staarbases in order to claim the 30-ish new planets and transfer large numbers
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At least I am getting debug.err files again. Debug Message: Version v1.11 last updated on: Mon May 8 11:15:04 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 5/10/2006, 19:35:45 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: GREY-MOUSER Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages:
I just want to meet the people on these planets who are cranking out a birth/growth-to-maturity rate of a few billion per planet EVERY WEEK! I want to be one of them
C:\Program Files\Stardock\TotalGaming\GalCiv2\GalCiv2Manual.pdf
I almost always have to pity the Drath and iconians, in my games they are usually the first major races wiped out. My personal enmity always goes to the Altairians, Arceans and Torians, especially the Torians, because they breed like rabbits and somehow manage to be situated in a dense cloud of stars with good planets, while I usually get maybe 2 or 3 decent planets within 2-3 sectors of my homeworld. The Drengin put up a good face, but they usually turn out to be weak and
it comes down to knowing what to research and build when. If every planet has already been claimed, and you have multiple worlds where space is at a premium, you would get plenty of value from Industrial Sectors, because they give you that extra bit of manufacturing clout from the same amount of real estate. By this point, money and research points shouldn't even be a concern, because they are in much more plentiful supply than land tiles to put your installations on.
I would calculate beam weapon damage first, then projectile, then missile as this bases it entirely on the actualy speed of delivery of the weapon's damage potential. Range would be better to consider regarding various implementations of technologies, for instance theoretically plasma weapons would be extremely short range, and lasers would be extremely long range, as attenuation (and there is attenuation in space, just to a lesser degree) would be minimal. I put missiles l
You tell 'em!
I don't see what's wrong with tactical combat. It's a FUN and STRATEGIC thing. There is nothing wrong with tactical combat. In a tactical combat game. This is an empire-building game. And no, sorry to say, but tactical combat is, by definition, NOT a strategic thing. Also, having tactical combat as an option will mean that
I've stuck influence starbases far from my planets early on to get range access to unclaimed planets, and they certainly do project their own spheres of influence, but I don't know how much if at all they affect the influence generated by a planet.
I'd like to see ramdom events happen more often too. Specifically I'd welcome a new set of mini-random events with low impact (unlike the existing ones). These events could include things like: -Finding a wrack in space which can be transformed into 1000bc, or corrupt gouverners stealing money from you -Alien race catching one of your spies, relation decreases by
Large or Huge, I like to get games finished with so I can start a new game soon after a new patch comes out All alternate victory conditions off (I like to use a combination of influence and brute force to take over planets). Common habitable planets. Uncommon stars. Uncommon planets. P.S.: Stardock, why do I have to uncheck the alternate victory conditions every single time
I wonder if the AI is based on option evaluation levels with purpose-influencers. I think if done this way it would produce a better-optimized planet. E.g.: There would be a standard evaluation level for each class of building (manufacturing, research, influence, et. al.) which would have modifiers applied base on what already existed on the planet, how close it was to the edge of the race's incluence boundary, how close it was to an enemy or a race of opposite alignment, what special
MOIISKA: 1) need to be able to stop a project mid upgrade/build without losing too much work (call it overrun) and start something new.. ex. You take over an alien world, and immediatly, everything is up for upgrade... even though you yourself wouldn't build things the way the AI does.. so you are stuck waiting for everything to get built before replacing, or have t
Please stop with the coloured text and big letters, your opinion is no more (nor less) important that anyone else's, and it's a pain in the butt to read dark colours on a black background, and it only shows your need for attention. ~~~~~~~~~~~~~ Queueing ships would be nice if it meant that out of, say, 600 production points, 150 would be used for a small ship, and the other 450 would be applied to the next ship, thus giving you the ability to get a ship that cost 1050 on the nex
I have a ram drive (a "drive" that uses batteries and SIMMs to simulate a hard disk) that is 8GB, that I sometimes put a big swap file on if I need the speed, but I haven't needed it for GC2. It'd be a lot faster, but I haven't encountered any situation where 1GB RAM and a 4GB virtual memory file on a regular hard disk wasn't fast enough.
F/X is the proper term for "effects" (sound it out). Some people tack on an S for "special", but that is not the standard term for the entertainment industry.
Nice goats. How come they didn't make it into the game, but the squirel did?!? Because we [the squirrel-people] are destined to rule the galaxy! Besides, parents might not let their kids buy a game with demonic goat-looking people, especially if they were an evil race.
Oh ve make der Svedish vestern, but all we have is goats Ve don't haf no heiffer cows, so ve haf to be goat-pokes.