Better yet, make their intensity like an option, much like you do with number of planets, stars, and anomalies. That way, players who like having pirates can choose to how severve a problem they will be. I wouldn't mind playing a few maps where they were set to "Overwhelming".
DivineWrath
For the record, the system I proposed is supposed to be simple, yet effective. Reply #2 ... Spies in a starport can sabotage a ship design, or steal weapons/defense/sensor/life support/engine tech ... Coding spies to do something like that would make things complicated real fast. Save that suggestion for another time.
The system I proposed, found in the first link, was designed with the idea it requiring the minimal amount of work to add to the existing code, while still being effective in game. The idea I had, is to use the existing spy system and add to it. Allowing spies to reduce morale, reduce loyalty, and increase your cultural influence should be simple to code in. The good thing about my upgrade concept is, it can be used as a steping stone to other systems. Think about it, even you
I've been doing some thinking about the current DA spy system, and this is what I think. First: I don't like being required to disable tiles to place my agents. Having a spy in your empire provides enough insentive to have them removed, let alone what disabling tiles does inaddition to that. This also prevents you from spying on, and stealing techs from one of your "allies" without disabling some of their tiles in the process. What I'm suggesting is allowing you to have the "option"
This is an update of the situation of a previous post of mine called: Did the ship combat engine change? Note: missles and lasers appears to work fine. I haven't had any issues with them. I've done some testing, and it appears that you can't defend against mass driver weaponary. Its like the calculation to defend against mass drivers never occurs. I even went so far as to slap on insane amounts of armour, only to have it to fail to protect my ships. Could one of y
I since the cost to create starbases are influence by your logistics score, though I haven't checked it, I wonder if the starbase maintaince cost is also influenced by it.
Thanks for the speedy reply. I'll run maybe a game or two to see if the defenses are working. If not, I'll send in a bug report.
I've looked up your motherboard, and it only supports up to AGP 4x. Even AGP 8x is considered obsolete, so you might have trouble finding a video card that old. If you are having problems, you might wish to replace your motherboard with something capable of supporting PCI-Express. Now a days its the current standard slot for video cards. I hope this helps.
I've noticed that armour seems to have no effect in the game I'm in right now. I've created ships that have armour of 32, but the dregin with their super dominator ships, which have an attack power of 2, simply ignore my armour. Another thing I've noticed is, that ships are getting extra attacks. It seems that if a ship deals enough damage to destroy a ship, the extra damage moves to another ship. Could someone confirm weather or not these are bugs? P.S. I can e-mail s
The spore ships are unique to the Korath. Think of them as troops transports, except without the troops and a lot more dangerous. They can capture world in a similiar many to troop transports, but they don't invade. They instead pump toxic gases into the atmosphere killing all inhabitants without a fight, turning the world into a toxic class. They then plant a Korath flag once done, making the planet yours, and then jump back into their spore ship to do the same to another. Incase you d
... speeds. Late in the game though, I think taking a transport from 85 moves to 3 is a quite extreme. One could argue that any transport capable of traveling 85 parsecs per turn is pretty extreme. Why are you guys so quick to complain when a race gets a powerful defensive ability, especially when there exists powerful enough offensive
Yes. It has done that since beta. Hmm... odd. I seem to recall that they didn't move when I first got the game. Oh well... To clear up some confusion, I play as good, so I don't start wars, but I do finish them. Instead I tend to culture flip planets to my side. So if you have any difficulties coping the problem, keep that in mind.
Heres the problem: I take a civs home planet, their capital moves to another planet under their control, and I get an initial colony instead. The problem is, the food production is unchanged despite the fact that the initial colony produces less food than civ capital. I'll send an e-mail once I'm finished with this post. P.S. Is the civ capital supposed to move to a new planet? I don't think it used to do that. Edit: I've seen the "too much food" problem since ver
Could you include what super ability a race has in thier discription? Its one of those minor details that would be useful when selecting a race to play as.
Could you please open and post the contents of your debug.err file. You should find it at this location, unless you installed the game in different location. C:\Program Files\Stardock\TotalGaming\GalCiv2 It'll provide us with some insight in what might be wrong.
I've tried to look into it using the default races, but I haven't been able to determine what any given race has for a special ability. Sure, you can open the race file using notepad, but it only specifies abilities using numbers. So I'm at a loss as to what they do for right now.
The problem appears to have been solved. Thanks for the info.
I recently wiped my hard drive, and reinstalled windows. I then installed GalCiv2, and updated the game only find it says this when I try to play: The product appears to be validated but the serial number or the machine SID don't match. What do I need to do to fix this problem? P.S. The serial number appears to be correct.
Groundbattles. I admit I haven't had the change to try everything in GalCiv2 just yet but still, there are always ways to improve it. I'm thinking some sort of RTS mode, although very limited and ... Why does it have to be in RTS? It nice to have some games that are turn based only. If every game was RTS, it would get boring real fast. Its nice t
My only concern is weather or not you can play this game without connecting to the internet. I'm a person who prefers to play offline, and would rather not have to connect to the internet to enjoy a game.
Unfortunately, protecting starbases with ships doesn't work very well. They keep asking you for instructions far to frequently, even when you set them to guard mode.
I created a post asking a similiar question to this. Frogboy replied that space stations are not Space Fortresses. In fact, the idea was is, that you needed fleets to defend them. That was sort of my problem, because fleets don't actually sit there idly by and never bother you again. Using the guard command means, they will wake up to ask you what to do when something as minor as a enemy freighter passes by. A fortify command should be made created; a command that would prevent the flee
Basically: The bigger ships will cost a LOOOT more. But they will be a LOOOOT tougher. A capital ship should be a capital ship. It should be a big deal. We want to encourage ... Although I like the idea of making the bigger ships a LOOOT more tougher, what about the fragile space stations? Those things already have it tough enough surviving again
Thanks for the info. Even though I'm a computer expert; I find sometimes its more effective to ask for advice.
Hi. I'm looking for information for an alternative software other than Norton internet security. The primary issues I'm having with is is how it seems to consume system resources, while providing me with limited control over it, and a clumsy user interface. There are three things I want to know about alternate software: 1. How effective is the software? 2. How much control would I have have over it? 3. How good is the user interface? Thanks for any assistance.