I like the randomised personalities idea, as it would make for a more interesting game, I think. There is the parallel universe option, but when you play that you know exactly what you'll be getting (good drengin, evil altarians etc.). Not knowing in advance how everyone is going to act would be part of the appeal. e.g., you meet the Terrans in game, but are they regular reliable terrans, or are they cuddly Federation-like Terrans spreading peace and love, or are they bloodthirsty take over t
Reveilled
well it would be nice if the interface color could be changed in mid-game, as overly bright colors (such as the drengin red) tend to be annoying, and real dark colors become... erm... invisible. I think it would be nice if all the colours could be changed in mid-game. One time, I picked a shade of violet for my custom race's colour that made
The dead AI problem some of us are experiencing, in both 1.11 and the previous update. Sometimes, the AI's production appears to be set to zero, meaning that the AI is unable to build anything at all, ever. Having eamined the AI's economic settings (through the ctrl+shift+z cheat), it appears that the AI is setting its spending and taxation in a normal manner, but the stated industrial capacity is not manifested as actual production of any kind, though the AI is charged for it as if it actually
i bet if you look at the graphs of production or research or whatever, you'll see them rise for a while, then suddenly crash... or do they glide down? i wonder if the AI's try for a soft landing when they run out of bank? No, I've used cheats to watch that they do at the outset of the game, and what they do is move the colony ship to the neares
I just can't see my Electronics Chief coming up to me and stating that system A (which is small) does the same job as system B (which is electronically a copy of A only bigger), but due to the f act we are classifed as a large hull we have to install system B. Well, I think it depends on the system. If your system was a life support syst
That's, unfortunately, the way it is designed. Miniturisation increases the amount of space in the hull, and the size of components is determined by hull size. Honestly, I think a better way to do things would be to fix the size of components for each hull type instead of hull size so that a Huge Hull's engines would always be the same size regardless of miniturisation's bonuses to hull size.
Google "Immortality Project". Rich men, once they have done their pillaging, want to be remembered. Some give to colleges to have their names on a building, others, like Ford, an evil man who was a friend of the leader of Germany in thirties, create foundations. If humanitarianism was their life goal, they'd have gone into the peace corps straight out of college. Its more
Unfortunately, it seems your solution isn't working for me, Skyjack. Every game I try to play now has dead AI, no matter how often I regenerate the map, or start entirely new games,
I'm not sure if it applies to 1.11, but the folks over at Civfanatics found a bug to do it for 1.1.
Lots of wealthy people give to charity for one reason --- TAX Write Off --- . As a bonus for them giving to charity the wealthy people get to attend these fancy $500 or $1000 a plate events. This allows them to socialize with other wealthy people, eat a luxurious meal and meet top entertainers. Does Bill Gates give to charity beyond what can be
While we're talking about forum problems, I've noticed that when I post a reply, the thread I posted in doesn't move to the top of the forum. What's up with that?
I don't hate Bill Gates. The quality of his company's products and Microsoft's business practices pale in comparison to his and his wife's philanthropy, and their plan to give away virtually their entire fortune before their deaths. People arent saints, and no one acts as a paragon of virtue at all times. Bearing that in mind, I don't think you could ask for a nicer guy than Bill Gates to be the richest man on the planet.
I think the simplest solution would be to simply have an option to request someone leave if they enter sensor range while within your influence borders. If they accept, their ships will be considered out of range while in your territory and must set an auto-pilot course back to their borders, while if they refuse, war, or an embargo could be declared. Maybe a United Planets resolution could be added to effect auto embargos on border violators, or something.
I've encountered this in both the games I've tried on the new patch, and here's what I've discovered: The AI doesn't actually appear to be "dead" as such, more that it appears to lose all of its military production values after a few turns of the game. Initially, the AI appears to build several scouts and several planetary imrovements before all of its production promptly disappears, and it becomes unable to build ships or improvements. Here's a shot of an AI planet: <a href="ht
What the hell does any of this have to do with Galactic Civilizations 2, might I ask? This sort of argument belongs on somewhere like Fark or Slashdot, not the "game talk" froum of the Gal Civ 2 boards.
One of the things I really wish I could do in this game is use the designs of the standard ships to create new ones. Unfortunately, while upgrading custom made ships strips them of all the useful parts leaving only the hull and extras, upgrading a core ship strips all the extras off too. Would it be possible to modify the shipyard to leave the extras on when upgrading core ships? Also, I would rather have an option for the stripping of useful parts not to happen since if I'm just u
I think perhaps something better than a cloaking technology would be some sort of disguise technology. Such technologies would let you disguise ships as either being weaker or stronger than they actually are through new modules (one set of modules to weaken your appearance, one set to amplify them, and possibly one at the end of both branches to completely block the weapon and defence values). The sensor techs could be extended into scanner technologies which could cut through the disguises to
But the game updates the social as fast as it can, It needs to see the data to evaluate it correctly. I'm fairly sure it can't do this automatically, and social is (as I said) non-existant at the start. It isn't, really, though. Have a planet not build anything, and the social production will still be displayed at the top, along with arrows t
Cheese 101. Doing this would mean you could make the drengins influence based, when they're weak at influence, and make your opponent play to weaknesses. Or you could just set their Intelligence to fool, or the difficulty to cakewalk. What's the difference?
Maybe it's just me, but I quite like the planet quality bonuses.
Treeships would be awesome , as would crystalline ships. I'd finally be able to give the custom races I create based on other sci-fi their proper ship types.
When I loaded my current game today, I discovered that every race in the game's empire had shrunk significantly, as if the expansion of influence had been wiped away. Is this a bug? Also, another, less critical but still annoying feature of the game is that sometimes letters in the font used for improvement names don't seem to load, leading to things like "B sic F ctory" and "Xeno L bs". I'm not sure what's doing this.
While I've played as the Terrans once, for the most part I've created custom races, either of my own devising or based on other science-fiction TV or books. I create them according to what I think fits best, and try to play that way, rather than fitting the race to the way I'm most comfortable playing.