I just reformated my computer the other day (still loading stuff) and GalCiv 2 easily installed onto my G: drive. I'm not sure what is your problem. Are you installing form CDs, or from Stardock Central? SDC worked fine for me. It only asked for my account and a few other details before I was able to start loading my games again. In any case, you might want to check to see if you are able to load any other games on to your M: drive. If not, you might want to have your system ch
DivineWrath
Hmm... another post about programming. I made one about more than half a year ago. Its located here if you want to read it. [link="https://forums.galciv2.com/?forumid=349&aid=153315"]WWW Link[/link] I have a few new questions myself, but I'm running out of time before I have to leave to get to class on time. Maybe I'll post them later. Anyhow, you may wish to look into this for a C++ compiler. It doesn't seem to have a complex IDE enviroment, and it doesn't require you to h
Well, if you want to get started learning things, I would suggest that you do the following: ________________ 1. Before the game begins, spend your points to max out economics and morale (good for maintaining an economy), and put the rest of the points into population growth (good for getting a good economy quicker). You can worry about using a different point spend package once you have a good grasp of the economy. 2. Understand how the economy works, and it will save
[quote] It sits still, you throw a big enough fast enough rock at it, its dead. [/quote] You're assuming that the space station doesn't have thrusters or anything to push it around at sub-light speeds. If I recall correctly, the international space station has thrusters. One use they have is, in the event that too many gyroscopes break down, they could be used to keep the station rotating properly. In any case, given that GalCiv 2 is a futuristic sci-fi game, we can safely assu
I'm keeping an eye on this post. As for tutorials, here is one for blender (free software). [link="http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro"]WWW Link[/link] However, I don't know how much it will help you. By the way, I have a question myself. Does anyone know how to make a blender object to be usable by galciv2? I've been a bit too busy to figure this out for myself.
[quote]Suggestions? Or am I just "sunk"?[/quote] It doesn't sound good for you. It isn't likely that you are going to beat the AI to the tech victory. The only option I can think of is to declare war against them and hope that slows down their research when they turn their focus to deal with you. This doesn't always work though. If they think that they don't need to adjust their spendings to keep up with you, they might not make any changes. It is also possible that they have r
The devs are really busy right now. Last time I checked, they were not adding in any new features, even though they pushed back the release date. As for my opinion, I don't care if the other races had their own lanuage that they actually used in game. To the best of my knowledge, without a "Universal Translator" the races either speak randomly generated text, or their text is somehow scrambled when you first meet. There is other stuff I would like them to add, or fix instead.
The Yor have problems. In terms of economic structures, they only have their one-per-planet maintaince grids, one-per-planet efficiency centers, and an unlimited supply of charging stalks. Also don't forget about the recruiting centers that almost every race gets, its a must have for the Yor. As for the efficiency techs, if you were to research all government techs, and some of the economy techs as the Terrans, you would get the same bonuses for researching the efficiency techs as the Y
Could you check to see if you can reproduce this problem? Does it get stuck with the slightest inconvience (ie. does the Terror Star have to make a slight adjustment in its path to get around it)? Were there lots of things in its way, so it could not of may a simple course correction? If you can manage to reproduce it, could you make a save before it happens, zip it up, and send it in an e-mail explaining what you have to do to get this stuck turn. E-mail to: [link
Don't forget to factor in the continued advances of technology. Some part types simply gets much better over time. Their price might increase, but they usually get improvements to stats to go with it, thus improving the price to stat ratio. The net result is, eventually equally powerful ships can exist that are both cheaper and use less room than the core ships (though I suspect that most players perfer to max out the stats of their ships instead of making them cheaper).
Look at this post I wrote up a while ago. [link="https://forums.galciv2.com/?forumid=421&aid=172093#1412173"]WWW Link[/link] Unfortunately, the devs are pretty busy right now, so don't expect any new features to be added before the release date.
[quote]Planet quality isn't a very good bonus; from what I understand it only improves your homeworld by a couple tiles. Spend more on economics. [/quote] It only improves your homeworld, and any worlds you colonize. +10% gives you 1 tile for every 10 the world originally had. +20% provides 1 tile for every 5 the world originally had. In terms of usefulness, it is possibly one of the weaker powers. Its usefulness has a direct corrispondance to how many worlds you are able to pe
[quote]I'm going to try moving the rally points directly onto starbases in construction to see if that eases the pain a little bit. [/quote] It works. I've used it myself. It just has a little problem with launching constructors from planets that are right next to the starbase. You will have to order the constructor to leave the parsec that the starbase occupies before you could return it to assist in the construction.
[quote]Well, crap. I'll try to see if there is something wrong with it, but it might just be something that's hard coded to the Advanced Troop Module. Probably is, given that I copied the advanced troop module's properties and then changed the capacity.... also, I'm getting a strange feeling in my mind that I actually read about someone trying something similar to this before and it not working. Hrm....[/quote] You must be talking about making a custom colony module. I forget which post
If I recall corectly, destroying a colony in previous versions resulted in the planet's PQ to be reduced by 2. After that, you could recolonize. The problem with that was, if you had a PQ bonus ability, the act of colonizing would increase the PQ again. If the planet was 17+ before its destruction, you would get a class 15 or better. If you had a +20% PQ bonus, you get 3 additional tiles giving you a planet with a PQ atleast 1 point better than what you had. If you kept this up, you cou
I have been working on something similiar to what you are doing with having industry and research being done using the same structures. I'll provide you with some of my insight. 1. Expect multi-purpose structures to be more powerful than you think. Lets look at things from this perspective (DA's perspective). You get income that you can spend on things. From there, you spending is normally split between research, and industry (because of research centers and factories). Then yo
[quote]How's this as a possible compromise? No additional firepower or defenses, just massive HP increases. Bump the starting HP up to 200, then the 3 fortification techs double the available HP, so a maxed base would have 1600 HP. The base could still be taken out by concentrated efforts, but the battles would take enough rounds to give the base a chance to do significant damage in return. There is already a repair module, so a maxed out fully supported starbase could still stand swarms of smal
If I recall correctly, the devs said that it wasn't supposed to work. Any ships, even those using fleet warp bubbles, will slow to down to protect the Terrorstar. The whole idea of Terrorstars is a slow weapon of mass destruction. The fleets are there to provide protection for the Terrorstar, not to speed it up. The whole 10 turns before it can be moved was intentional after all.
Like what kryo said, they provide a bonus to industry production (factories become better). At some point, adding a power plant is like adding another factory (the increase to industry from the bonuses is about the same as adding another factory). Any point after that, the bonus industry make the power plant a useful addition. Basically a power plant becomes more powerful with every factory it can power, too few and they're worthless, and with enough, they are a must have (it would be a waste no
I have a few points to make: 1. Some of you fail to take into account that some forms of immobile defenses required specialized equipment, or specialized tactics to deal with them. Seige weapons like the catapults and bastilas were effective against stone structures like castles. The Great wall of China didn't do so well when the Mongols decided to walk around it until they found the beach where it ended. Treanches were dealt with by using gas warefare, and latter tanks. Japan might of
[quote]If you haven't noticed, it's the ships' maintenance that's dragging your economy down. Seems StarDock again over-nerfed something: re-introduced maintenance for unarmed ships AND increased overall ship maintenance about three-fold.[/quote] You should also note that some planetary structures have been tweaked. The Yor industry structures have been untouched, but the default industry has had their maintiance costs increased since beta 3C (Drengin too). For instance, an "Industrial
I remember that mission. Back then, I was galciv2 newbie, and I had thought that the minimap was tilted 45 degrees clockwise, not 45 degrees counter-clockwise as it actually is. The end result was, I eventually beat back the Dread Lords and took their planet. My grand victory was quickly followed by a bit of confusion as to why I hadn't won yet. Since then, I hated the tilted minimap...
[quote]Unfortunately TA is feature-frozen at this point. But maybe that's something that could be looked at for 2.0.[/quote] I suspected as much. BoogieBac said that they were running out of time. I posted this since this is a bit of an issue, and I just in case you guys had some extra time. I guess I'll bump this post in time for 2.0.
I've just posted a suggestion to this problem here: [link="https://forums.galciv2.com/?aid=172093#1411201"]WWW Link[/link] I hope to be able to fix the image display tomorrow.
The problems I had with getting the images to show up right has been resolved.