While I agree that defenders are a good thing to have,,my approach is a bit different. Well,,first of all,,I only play on big maps,,and I never bothered playing anything below Tough (Hey,,I had to learn the interface and stuff in my first game!). That means you will most likely NOT be able to secure your borders,,especially not one HyperWarp is commonplace tech (for instance,,my own transports usually do at least 40). Since all plantes needs to be protected against surprise
BP OMowe
I had gone into the Shipyard and updated the Scout ship (adding better engines,,sensors and lifesupport) and then I clicked on the Save button. The screen greyed out and then I got a system notice that galciv.exe had been terminated. I'll get SmartException now. However,,this behavior isn't limited to just that specific situation. I've noticed that reloading the game from Quick- and Autosaves often renders the game instabil. That is not the case when exiting to the main
Add life support units to get more range. Add engines to get more speed. Perhaps I should have expressed myself clearer... I play on gigantic/huge maps. At midgame, my Trader/transports typically have speed/range ~45/20 since I like them to be able to get everywhere,,and that fast <img src="http://images.stardock.com/gc2/T_DL/smil
I just experienced the very same thing. However,,I've noticed that every time I've had a crash,,I had recently reloaded the game. Debug Message: Version v1.4x last updated on: Mon Oct 23 17:43:56 2006 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 11/1/2006, 09:00:59 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: KLOKBURK Operating
I have no idea how a society could function when the government is sponging 80% of its subject's earnings. Come live here in Sweden (or any other Nordic country). Works just fine. Everyone has mandatory health care, education and insurances. Of course,,no one likes handing "the man" lots of sough,,so inventing ways of avoiding t
Indeed. One would expect losing more than half of their planets and every single ship they started the war with should make them more... amendable in the peacetalks. Not so. In my current game,,the Terrans jumped the bandwagon (I've been at war with one race or another since turn 17 on a gigantic map) opting for Bean- and Massdriver weapons. Since everyone in the bloody universe except me (who perfers guided rockets) are totally in for slinging pellets at eachother I
What confuses me a bit is that in my Gigantic map game,,my 21 pc ships cannot travel any further than my 11 pc ships. Any hints?
While I do not feel an urge to micromanage each and every battle, a nice feature would be to be able to determine target priority. For instance, I sometimes really need to take out those huge high defence ships, but keeps getting bogged down by firing at low defence Defenders and vice versa.
Frm my point of view,,the easiest way to deal with this issue would be to let the registered owner of the game log in/send an email about the transfer and have the game registered to the new owner for an administritative fee. Those who buy the product second hand and not recived the registration would then have to sort things out with the former owner of that copy,,thus reliving StarDock of having to verify ownership.
There are several different ways to add MultiPlayer to a TBS,,so if you find my idea lacking in some aspect,,or have a better and/or way to get the job done,,add it here! As example,,I'll use a four player game: Player 1 (human:host) Player 2 (human) Player 3 (computer) Player 4 (human) What I'm suggesting is basicly a hotseat variant,,where the 'seat' is moved around the game participants computers. The reason for this is that simultanious moves would chang
First of all,,those not interested in MP need not read this thread,,much less post here. This thread is NOT about whether or not to add MP to the game,,but giving ideas HOW to do it if StarDock so choses.