The same end result, interdiction of a trade route, can be both accomplished and maintained by other means. For example: if we want to interdict trade route X you could either right click on a warship and select "Interdict trade route" (or something like it) which would then take you to the route management screen to select the route to whomp. You could then watch the ship travel to the destination area and show a nice graphic of the freighter blowing up. In order to _really_
magus
Your mileage may vary but I enjoyed MOO2 very much as was very disappointed by by Pax Imperia and Imperium Galactica (for different reasons). GalCiv is heading in an encouraging direction but one thing you should realize about the beta test is that things are in flux and the game is not feature complete. Cheers Magus
I was trying a small galaxy map last night and found myself mired in mid-game blahs. By this I mean that: 1) All the decent planets had been colonized. 2) A few of the _really_ marginal planets had been colonized. 3) Peace had broken out across the galaxy. 4) My nation was having a hard time making headway. By #4 I mean that unless I pared the spending sliders way back I was only making 2-3 bc per turn (and cranking back the spending sliders in order to accrue that
I was thinking about this a bit last night and while I have by no means thought this all the way through here is a suggestion.... The idea of having to research the ability to improve your trade is one that I like so instead of tying those research achievements simply to the ability to have N+1 routes why not tie it to the ability to make a reasonable amount from the route. The game already gives you a bonus for establishing a longer trade route but I think it makes logical sen
I agree with Shadowgopher's comments that restricting trade to 1 route and permitting increments in terms of route by route adders is too restrictive. I don't see the logic behind saying, essentially, "you can be a galactic power but it's not possible to have more than N trade routes". The inbuilt idea seems to be that you should establish trade routes with distant systems for more trade income but you can establish routes with nearby systems and still gain some trade income fr
Hello, While playing last night I had many messages show up that stated that "A freighter from race X has arrived this should generate N in trade". About half the time the trade income would not show up on the economic status screen. The diplomacy screen showed a trade route with the race in question but this is meaningless as according to the status messages I had multiple trade routes with race X. Additionally...do trade routes expire or vanish for any reason short
Hello, Many of the "scrollbars" throughout the game exhibit this problem but I'll use the main technology list in the technology window as an example. 1. The active selection area for the little arrowheads is a bit on the small side. 2. Pressing and holding the arrowheads doesn't result in rapid scrolling of the scroll window. It's click once, scroll one increment. 3. The scrollbars don't appear to be true scrollbars where there is an actual bar between the
Hello, Just before a crash to the desktop one of my ships was killed by the Drengin and right before the game screen vanished the ship status window stated that the ship in question had -1 Hit Points (negative 1). As requested I emailed the SmartException crash dump file to CariElf. Cheers Magus
Hello, The Drengin declared war on me, the Terrans, yet the dialog box that came up stated that it was the Terrans declaring war on me. The diplomacy screen had the correct state of things. Cheers Magus
One race declared war on me (it was the old galactic good guys, I'm blanking on the name just now)and sent ships to attack one of my planets. I whomped the first few waves of their attack and decided to see whether they would go for a peace treaty. Their response consisted of: "You attack us and then sue for peace? Hah!" Not verbatim but that was the essence of their response. Something seems to be a tad confused here. They attacked me and not vice-versa.
That is correct. They vanish from the menu. Saving and restoring brings the list of techs back to what it should be. This has happened to me even when the list of available techs doesn't fill the list to the point of needing to scroll.
I posted this to the Stardock Galciv newsgroup as well but all the traffic seems to be here. Hello, I'm not seeing any traffic in this newsgroup, which is unexpected given the release of the beta. Lacking any information in this area in the beta itself I'll ask my questions here. 1. What is the preferred mechanism to report problems encountered with the beta? 2. Is there a pre-existing classification system for issues? I.E. bug, feature request, typo, e