Raynman, I no longer have the save files. I de-installed the game until the next Beta comes out. If I have time I will re-install it and start a new game (previous removals and re-installations did not solve the problem). The font issue I have now is the same broken, partly-invisible letters I had before the opt-in patch. I am assuming the fix in the opt-in had to be taken out and that a better solution is coming, so I'll wait for the next Beta and try again.
Director
What your company has done is regress to the model of the 70s and 80s by having semi-dumb terminals hooked to a central server. This will always work better in conditions where the majority of the work is done on the terminal using terminal resources with little or no interaction with the server. Unfortunately, most corporate database systems don't work that way and you will indeed be limited by network speeds. Frankly, computing power and memory are cheap enou
In GC2 we were able to set up a custom star list. Will that be possible in GC3?
Select the shipyard and then use the console Destroy command. Works for Starbases too.
After the new Beta the fonts went wonky again and all of the Drengin parts vanished, along with the entire 'Style' selection.
The opt-in option has disappeared for me. Also the font issues are back (the opt-in cured them), Drengin parts seem to have disappeared along with the 'Style' category in the ship designer.
Massive fleets have massive co-ordination and control problems. The Armada was virtually unmanageable and was repeatedly beaten in detail by a small number of faster, more maneuverable English ships. At Midway, the multiple plans and operations led to the Japanese risking - and receiving - defeat in detail. The sea battles around Guadalcanal are a textbook case of both sides learning how to use the tools they had (air and naval assets), including how to maneuver and fight at night. Jutland is
Larry Niven and Jerry Pournelle's "Mote in God's Eye" is a classic of military SF. I also recommend the collected works of H Beam Piper ('Cosmic Computer', 'Space Viking', 'Lord Kalvan of Otherwhen', 'Uller Uprising', 'Little Fuzzy'). Despite the klunky titles the books are terrific and Piper is an equal to Asimov, Heinlein and Clarke. Elizabeth Moon's series starring Heris Serrano and Esmay Suiza ('Change of Command' is one) are great. Poul Anderson's 'Orion Shall Rise', Glen
Besides Kryo's hull mod the Excelsior kit is the most useful mod I've ever downloaded. Thank you! Separate parts definitely beat 'single hull'. Thank you! And... More please!
I use a cargo hull with 2 advanced troop modules and the rest engines. I station them in a central location and call them up as the battlefront advances. usually I only build them on planets with 11b population or more.
Thank you Kryo! That was exactly the help I needed. GalCiv is up and running again.
Hi! I've had a massive failure and had to reinstall Windows. That means reinstalling games, etc. The reinstall of GalCiv went smoothly, so I ran the 1.4 upgrade while I was at it. But the game won't run - tells me "The product appears to be validated but the serial number or the machine SID don't match." I did try emailing kryo but kept getting the 'missing critical information' error, whatever that meant. Help? Now what?
I never bother building anything larger that a tiny hull with a single weapon. No engines, sensors or defenses. That keeps a wandering transport from invading. The best place to defend myself is in someone else's space. I start with fleets of medium-size ships covering the likely avenues of attack and I move my fleets forward, gobbling up the enemy fleets and transports as I go. Admittedly I don't play at the highest levels of difficulty but I've never had a planet invaded.
That 'well known rule' has to be adjusted for surprise, mobility and firepower. Study the invasions in the Pacific in WWII and you'll see that overwhelming superiority in numbers wasn't necessary: control of the air (orbital space), freedom to select the point of attack and the ability to reinforce as needed are all powerful force-multipliers. If the AI isn't getting very far with its invasions it could be because you snapped up the Tir Quan Center, or because it hasn't researched all t
I know this game is set in space and not on the ocean, but wet-navy ships could be a useful paradigm here. Tonnage and size limitations mean that ships get weapons appropriate for their size: you could maybe take a 16" gun from a 35,000 ton battleship and put it on a 2000 ton destroyer but you could not usefully aim and fire it. 3" to 5" weapons are more appropriate for small ships. Likewise you'd never plaster a battleship with 5" mounts because an enemy BB's armor would shrug off the shells.<b
Proving once again it is not what you don't know that bites you but what you know that isn't so. I was absolutely positively certain I had run the batch file... but running it just now fixed the problem, so I am now certain I was wrong. Thank you very much - especially for the speedy response.
I can use the blank points and the dummy components, but am not able to use ship hulls as jewelry (my type or any other type). The readme says they should appear under 'Your Style', 'Other' or 'Generic' but they aren't there. I'm using version 1.2. Any help will be appreciated.
I tend to use the same initial build for every planet below PQ 5 (all research except one financial) and a different one for all planets above that - 2 factories, a starport, one financial, one research (or another factory). Once the initial build is finished I specialize according to any bonus tiles and/or distance from the frontier. Border worlds should emphasize production; interior worlds can have a financial or research emphasis.
You can build influence, economic and military starbases on any empty square and their effects spread over a circle (a little larger than the circle of light you may see around a constructor - zoom way out if you don't see it). Additional modules can be added for increased effects; this works really well if you can cover multiple inhabited planets and then use multiple, overlapping starbases to stack the effects.
My classes are usually organized like this: T-Beam-Md-1a (Terran, beam-equipped, medium, model 1 mark a) T-Troop-2b (Terran, troop-carrying, model 2 mark b) and so forth. I name all the ships in a class after common themes, such as: Jewels (Ruby, Tourmaline, Amber) Battles (Trafalgar, Vittoria, Sedan, Shiloh) Leaders (Grant, Nelson, Graf Spee, Davout, Friedrich der Grosse, Scipio Africanus) Gods & Heroes (Hercules, Ajax, Daedalus) Monsters (Minotau
I use one letter for the race (such as T for Terran), then 2 letters for the size, then the weapon type, then the mod. So T-LG-Beam-2a would be a Terran, Large, Beam-armed ship that is currently model 2 mark a. As far as individual names I have used a couple of different systems: 1) by first letter (Active, Adamant, Archer, Arrogant; Brilliant, Bold, Bestial, Battle) 2) jewels (Ruby, Tourmaline, Aquamarine, Turquoise) 3) battles (Shiloh, Trafalgar, Omdu
Classic military doctrine is to engage all targets with some sort of fire, even if it is just suppressing fire. Classic naval doctrine calls for engaging all enemy ships rather than concentrating fire on a few; being fired at keeps enemy accuracy down and keeps them from manuevering freely. Having multiple ships firing on the same target creates fire control problems since you can't tell who is doing the damage and what corrections to make. A simple improvement would be to pair up shi