If you have a portable hard drive or a flash drive, you can download GalCiv2 on a computer with internet access, copy the files to your computer that doesn't have internet, and then activate using the offline activation method: Sorry, but that doesn't work for people who don't have the admistrator rights to install Stardock Central onto the computer they're using to DL the patch. I myself had to fork out $140 for a wireless rig since I
Belanos
Once, I started out with a +700% and a +300%. Yeah, I just started a game awhile back just like that. Problem was I had a really bad location overall and it wasn't to long before I had no place to send my colony ships to. So I hit Ctrl-N hoping for something better. What a waste!
3) no mods, just the standard game, a level playing field for all, I'm using mods so I guess that counts me out. Nothing major, basically just some things from the example mod that came with DL patch 1.2, and a few tweaks of my own. I'm not much into competition anyway, unless it's against the Thalen. Man those guys bug me!
Belanos, why not come join us in the High Command Hegemony. (shameless plug!) Always plenty of people to help you out here on these forums and our own, WWW Link You'll fit right in, and of course we are the largest and fastest growing empire in the
This being the case, go for Diplomatic Translators. If you have to tech trade your way out of trouble these are a must... Yeah, I usually do. So far though my games haven't lasted long enough for me to get them. I'm either quiting in disgust or figuring I can do better. With this new patch it's like having to learn the game all over again. Over all
Well that's wierd, it's working properly now. I guess it must have fixed itself once I turned off the computer. Just some weirdness hanging around in RAM I suppose. Oh well, never mind then.
One thing I've noticed is that everyone seems to start wars much earlier, especially if there's a Super Manipulater race in the game. That ability is being used alot more now.
Check the AIs stats, you will see they often don't have ANY research listed in the first few turns. That's not what I'm seeing, they usually have a higher research expense than I do. I'm usually falling behind them fairly early. I can usually keep up only by trading, and then only with the minor races, thanks to the new changes. I quite often have to give up three of my techs for one of theirs.
OK, I see what's happening. The major races are using the same value as the minor ones. I previously had the minor races set to 8 as well. On a hunch I just set them to 7 and the number for the majors races came out that way too.
I play with 9 races on a Gigantic map. However, if I quit from within the game, then go back in to start a new one, the number of my opponents always resets to 8. This doesn't happen if I go back to the main menu to start a new game, only when I quit to desktop and reboot.
Frogboy was not pleased. Either were we. Glad you got us all fixed up. And sorry for coming across as such a ranter during it all, it was just a frustrating situation.
Yeah, but bases on uninhabitable planets would be a little more complex. Asteroids, moons, and rings are fairly similar... all are small, with limited atmosphere (at least for moons of habitable planets) and not much wacky stuff (plate tectonics, weather, magnetic fields, etc.). Once you start "floating" a base on a gas giant, or dropping a base into the atmosphere of Venus, you are running into colony-scale problems which require a colony-scale effort to solve them.
Well I discovered part of my problem. I've been setting up 5% towards Espionage right from the start. This last attempt I decided not to. Not only am I able to produce more colony ships, but my research is way ahead of where it used to be. I was having problems before keeping up in that area, but now I'm ahead. I should even be able to put more into Military spending to speed up my expansion. Espionage certainly eats up your revenue quickly. Obviously it's not a good idea to invest in it until y
Just because you cannot at this stage replicate the AIs performance simply means you've got more to learn about the game That's starting to appear obvious. I just tried it again, and ran into the Terrans. Although it was somewhat better, by the time I quit he still had 11 colonies to my 7, plus beat me to the only visible resource. It looked he was about to have me trapped in a corner of the map with no place to expand to. <div class="Article_Q
I let my Col ships scout and never build actual "scouts". I've posted about this on another forum. I can build 5 scouts to 1 colony ship and collectively they're going to uncover alot more of the map than a single colony ship ever could. I'll use the mini-map and send them to where a star is and in no time I'll have a got pretty good "lay of the land". Using colony ships to explore is just wasteful IMO.
Well, I suppose if you bought each colony ship as cheap as possible, using one of the per month options you could build that many, but you'd be in debt in no time. Not sure how otherwise, unless he bought and built all factories and was just pumping them out. I just checked his stats again, and he was running into the red, but he was still bringing in 4x my amount in taxes and had twice the research spending I did. And this with a morale of 67%. I have
I just started a new game, Gigantic, 9 races on Challenging. I rushed five scouts, then one Colony ship to start my first colony, after my local version of Mars. Shortly after I ran into the Krynn and looking at his stats I notice that he already has eight colonies up and running. I short while later, I have another colony ship ready, and I check the Krynn and he now has thirteen colonies!! How can that even be possible? There's no way he could have built all those colony ship in that
The killer with building two farms is that you don't want to get above 18 billion, which is where morale really starts to tank, so you have to go into the planetary governor and turn off auto upgrades once you have gotten to intensive farming. You may not plan to research advanced farming, but you might accidentally get it when invading someone else. Then you should be building the new Food Distibution Centre now instead of that second farm. With j
You do know there's a new patch available don't you? It fixes a number of issues with the old one. I notice it says 1.5X2, the new patch would make it 1.5X3.
After that, put in sensors. At least two if you can fit them. Your colony ships will be doing your exploring... no use building scout ships, because they won't be faster than the colony ships and won't be able to get out ahead of them. Missed that part. That's certainly not the way I do things. I rush build 5 scouts before I even think of building a Colony Ship. They may not be as fast, but you can make alot more of them so they cover more grou
The default colony ship design has too much life support and neglects *sensors*. Why would you want sensors? If you've sent out a bunch of scout ships beforehand, they'll locate all your planets for you. All that's necessary is to get the Colony Ships to the planet. And in those early stages, it's not likely that anyone's going to be at war with you, so you don't have to worry about getting ambushed either. Even if they are being nasty, they're
What level are you playing? I was about to say "What game are you playing?" In my games, I have a hard time keeping up with the AI in the rush to get planets. I've given myself the fastest ship possible and go for Ion Drive early so I can add yet another engine onto it. My Colony Ships are the fastest out there, yet I still lose out sometimes by 1 turn.
If you click on the Games icon in the top left corner, it will take you to the menu that will show you what you have installed, and what's available. Just expand the Galactic Civilizations folder under Purchased Games and you should be able to see plainly enough. There are seperate fields for Installed and Available. If you already have everything, you'll just see a line in the field that says Available, and your Installed will show that you have 1.5X.072. It's pretty straightforward really.
Also, if there were a continueing supply requirement, there could be additional modules available to the starbase, like a Hydroponics Bay and Recycling Centre, to reduce the amount of support the supplying planet would need to provide.
I really like this idea, its quoted from the "your ideas for the next update!" thread. this would eliminate the hassel of dealing with constructors. however for those worried about not being able to blow up incomming constructors to enemy starbases, id say maybe make it like a trade rute were you could kill the little transports that are constantly running back and forth. for every little guy you kill it sets the production/bonuses of that starbase back an apropr