At this time, shipyards don't have modules, so a constructor fortifying a shipyard is the expected result. Shipyards are not like starbases (not yet).
DivineWrath
At this time, we have commands like sentry and guard. For me, they're the commands I hand out when I have ships just sitting there, and I don't want them doing anything else. Unfortunately, commands like sentry and guard aren't good enough for that. They can keep ships just sitting there... unfortunately their very purpose is defined by what conditions will trigger their reactivation and prompting me for instructions. The sentry command wakes up the ship when any ship (any that is
Has this feature enabled yet? I figured that it might help me to diagnose problems if I could take screen shots I'm hoping to get the game to do it with a press of button. The alternative is I do things manually, maybe by pressing "print screen" and then close or minimize the program and then save the image to a file. Plus it might allow me to take snap shots of my designs.
I've been toying with constructors by adding multiple constructor modules to my designs. I very much like the idea (it can speed up starbase construction and development). Unfortunately there are few problems I've noticed. First, if you have more construction modules on the constructor than the starbase has modules that could be built, it is likely that the constructor would not add to the pool of construction points, but instead fortify the starbase like any other ship. It
Like the title says, I want to stockpile construction points for my starbases. A reason for that is, I might want to install a certain kind of module on my starbase, and I have the constructor ready, but I don't have the required tech. A different reason might be, getting the constructor to a starbase might be the hard part, as hostile ships might try to destroy my constructor. In both instances, I want the construction points to be there and ready once I have the techs I need. <br /
I've been finding that stacking fleets is a bad idea (at this time). The UI isn't built right to handle them. I find it is better off to keep each fleet in a different tile.
In playing the alpha/beta, I have on occasion built more starbases and shipyards than what I needed. It is annoying when there is a minimum distance that starbases must have in between each other. I'm wondering if there is some way to get rid of them? I'm assuming that this feature exist, that I merely missed it. If not, then it needs to be fixed in the next patch.
I did try to use Impulse under GameStop control, but I came to not like it. I gave GameStop a chance and they disappointed me. I especially didn't like how their pre-orders didn't show all the information I felt I needed to know before making a purchase, namely the types of DRM used. I quickly stopped pre-ordering games I thought looked interesting because of that. It seemed to become all about the pre-order bonus goodies and the surprise DRM... then came the Steam keys. They stopped
Other forumites read posts. If they see a good idea, they might make a point to bring it up again in case someone has forgot about it. This increases the odds of the devs seeing the idea then. Also, these forums do a decent job keeping track of all the threads you read. I haven't been around for a few months and it remembers correctly which ones I have opened and those I have not (other forums might forget after 10 or 30 days).
I've played the game a bit over the past few days. It is certainly quite a feat for 1 person to make (it says 1 person made it on the game website), but a bit of that does show. There are a few bugs and other problems that haven't been stomped out yet, like laborers traveling to the other side of the map to do a job and possibly starving and freezing in the process (because they are too far away from home when those become a problem), or problems with removing roads that haven't b
I'm still debating about whether or not to get this game. The issue is that I've grown accustomed to buying games on sale, so I rarely pay more than $5 for a game these days. I also have more games than I've played thus far so I'm in no rush to pick up another game. Still, it sounds interesting so I might do some looking into it.
Shouldn't best of anything wait until it is released? Maybe not so much to prove that its good (because we all know it going to be good), but rather because saying this game will be the best is like rubbing salt into an open wound (because we still have to wait before we play the finished product).
Please take any arguments regarding religion to Joe User.com (its another internet message board owned and run by Stardock, so you don't need to register a new account). Go there and make a thread for discussing whatever religious stuff you want to talk about, if you really want to talk about it. You may post a link to that thread, but please keep any further discussion of religion out of this thread. [link="https://www.joeuser.com/"]https://www.joeuser.com/[/link]
Its nice to see you are still trying to get GalCiv 2 to compile on something more modern. I recall you considered it a pain to have to use a Windows XP emulation to compile the game. It would be nice if you got things compiling and we got new updates for it. That said, how are you trying to go about making it compile? Are you trying to modify the code so it compiles on a modern compiler? Have you tried to modify the compiler instructions so the compiler tries to compile the code as
Yeah. You should be careful what you put on your computer. The general rule of thumb is, no amount of internet security will protect you if you make a habit of downloading programs from porn sites. A lot of this nasty stuff have many different ways of getting bundled with free software, even on websites that were once reputable (some websites that offer a lot of free software now bundle a whole bunch of unwanted stuff with stuff people want now). Other helpful advice is: You should
They are only free for 48 hours. Better nab them quick.
[quote who="abiessener" reply="22" id="3426114"]Further questions deposited here will likely be ignored.[/quote] [quote who="Wintersong" reply="32" id="3426414"]Really?[/quote] Yeah. Stuff like that makes me wonder if people actually bother to read posts in a thread before posting. Its not like this thread is over a 100 posts long yet, nor is it hard to notice which post is made by a developer or moderator. [quote who="DivineWrath" reply="28" id="3426316"]In f
[quote who="admiralWillyWilber" reply="27" id="3426305"]1. Are we going to call the races species and the sub races races. I realize this is minor, but I think it is more appropriate to name it like this.[/quote] If they are going to named anything different, then it aught to be civilizations. Species is more accurate than races, but its not as accurate as civilizations. The fact is you can't guarantee that each civilization is composed solely by the founding species. In fact,
When the disease mega event rolls around, I quickly consider who I want to beat up. This mega event negates all ability bonuses, like bonuses to weapons, defense, hit points, speed, logistics, and soldiering. This makes ships weaker, without logistics you can't make fleets (existing fleets don't automatically get disbanded), and no soldiering makes planet invasions easy. My enemy can't undo this until they research the cure. Just make sure you research the cure real fast, or you&#
Only 1 day to ask questions? I was expecting more time. Oh well, the OP does mention that this will hopefully be the first of many Q&A sessions so we will hopefully get another chance to ask questions.
Much of the data in GalCiv 2 had a lot of stuff hard coded. That meant that the devs couldn't easily change variables, or allow us to mod the same stuff. The Starport is one of those things. There is no ability that allows a planet improvement to unlock ship building. The game quite literally searches for a planet improvement whose internal name (the name you see and the name the game uses to track stuff can be different) is called "BasicStarport" and if the planet doesn't have one th
[quote who="Gaunathor" reply="8" id="3425866"]Will some races have unique game mechanics? For example: the Drengin gain slaves when invading planets, which provide bonus production.[/quote] What about the Yor not needing morale? I recall that they were supposed to different in GalCiv 2: Twilight of the Arnor, by not needing morale, but then we only got new planet improvements.
*Scratches head Umm... I believe it is just the one human, not a civilization of humans who came to the Galactic Civilizations dimension. From the stuff I've read, there was never any hint that there was anyone else who came with him. For all we know, his civilization might be extinct, or he has traveled so far from it (through the dimensions) that he probably wouldn't be able to return even if he wanted to (nor would anyone be able to find him). I'm not sure
Something that annoyed me around the time I started playing GalCiv 2 was that I couldn't trade planets in such a way to minimize conflict. When your influence is pushing strongly against another civilization's influence, that adds - to your relations with that civilization. Trading planets to minimize that could solve that problem. Likewise, early versions of the game had AIs declare war on you if you had ships in their area of influence for short periods of time. They assumed you wer
Go read the stuff in the GalCiv 3 databanks. It should be more accurate than anything I have to say on this topic. It would be near the top of the GalCiv 3 page. Here if you can't find it: [link="https://www.galciv3.com/databanks"]https://www.galciv3.com/databanks[/link] The timeline has a good chunk of the information I already posted about: [link="https://www.galciv3.com/databanks/timeline"]https://www.galciv3.com/databanks/timeline[/link]