Pmutzu

Pmutzu

Joined Member # 2503755
20 Posts 28 Replies 14,949 Reputation

Perhaps this only occurs on larger hulls or only occurs when invading minor races. I will mess around and see what I find. You are correct. the hull itself is not the problem. i was able to construct transports on Ytiny,small,medium,large,and huge hulls and invade a major race. but I was not able to Invade a minor race. yet I had no problems using a basic transport . so something must be going on with minor races and their planets

5 Replies 2,247 Views

Same problem here. and I realized that the game will not let me use a transport module unless i place it on a cargo hold. If you use a large hull It assumes it is a combat vessle, Try to build a regular transport and I bet you will be able to invade the planet then. See my post about this in the bug reports. I was Infuriated when I realized my super fast and armored transports that carried 200

6 Replies 3,579 Views

This really had me mad.I decided to upgrade my transport's to give them added troop space . shields and faster engines. I went with a Large Hull type ,Instead of a cargo hold. my ship had a 20 move per turn speed and defenses against the most common weapon type, in addition to carrying 2000 troops. Off i headed to the unfortunate planet I was going to invade and then i found out the hard way, The game will not let you invade a planet with A ship without a cargo Hull type . it must have assumed

5 Replies 2,247 Views

Any attentive player should realize by now that the AI is flawed and easily exploitable. I do not trade with the Ai at all simply because it can not and will not make A good decision. On every game I have played The AI overlooks planetary invasion tactics ,and I research them heavily for the obvious reason. As long as I have A large advantage I can leave my military on my planets fairly weakened and not worry about being invaded . I never completely wipe out a civ ,I always leave them with on

33 Replies 21,699 Views

I understand that sometimes in game, the computer will pace a minor race at a class 0 planet, and also a random event will cause a class 0 planet to become habitable and a vote to see what civ gets ownership. I was wondering if these values or other values in the code could be manipulated to allow a New tech at the top of the tech tree making a class 0 planet into a class 2 . the reason for a class 2 is to allow the initial colony and a starport. just for the purposes of extending my empires ra

5 Replies 4,172 Views

Any Designers of Galactic Civ 2 know how I can fix this problem . or at elast disable it from happening. i believe that Astreeter is correct in the fact that this is a Unicode problem.Could this have something to do with my conversion tables in my language settings in the controll panel on the advanced tab?

16 Replies 4,496 Views

When playing A game with many players the AI trades techs like crazy with each other. Then it continues down the tech tree of the weapon type that it recieves first. Since they trade like crazy ,most if not all AI races will have the same weapon types and the same defenses against said weapon type. Once this is realized by the human player . Victory is inevitable . simply research the one type noone else uses . and research heavily the defense against the most common type of weapon and you can b

7 Replies 3,257 Views

Glad I read this post because that explains alot of what I see in my games with 9 players. I also tried a 9 player game with tech trading off and there is much more variety. So from now on I will disable tech trading A cakewalk is no fun and when you are the only person with a particular weapon or defense the game is way too easy

10 Replies 7,365 Views

I have looked in my controll panel. language settings and they are set to english. I also checked in my gal civ 2 /data folder and only see a folder for english. I looked for anything german or any european languages and found none. So i am stumped. I checked in the options folder to see if i could change a setting somehow and nothing. this is the only game this has happened on and i play alot of games so it must be my gal civ game . and i must have missed where this Y with 2 d

16 Replies 4,496 Views

the thing is I should be able to be :Good, Neutral or Evil . and they all have benefits and drawbacks that differ. so that i could change my style of play as i see fit. Right now the only Viable option is the evil option . so if thats what you want . why even have the othe r2 alignments . because nobody will play them. All you need is a good military and then you can pretty much be fine when the good non player races come a calling . What fun is that. if every game ends up the same way. <b

10 Replies 5,783 Views

If for example I come across a planet with stone age inhabitants. I should gain A bonus to a different Factor and a Deduction to another. my example Is :This planet Is iInhabited by stone age creatures who take up all but the Polar caps your choices are as follows. 1:(good) Leave the Inhabitants where they are but work with them to gain knowledge of the planets mysteries, ( you may only gain a few tiles to improve but a large bonus to research+100 or so) 2: (neutral)Relocate the Inhabi

10 Replies 5,783 Views

Anybody out there able to make A Mod that would allow more Good aligned choices when colonizing a planet to have more benefits. It seems that any benefits are always of an Evil alignment and taking the Good choices when dealing with native inhabitants of a planet almost always give no benefit whatsoever . Almost forcing you to make Evil choices just to get A bonus to production,Morale ,or ,Economy. Why promote Evil choices ?

10 Replies 5,783 Views