Publius of NV

Publius of NV

Joined Last seen Member # 368410
19 Posts 1,091 Replies 1,975 Reputation

[quote]Is the agent-placing requirement actually spelled out anywhere, or is this something people have figured out through experience?[/quote] The espionage system was changed in Dark Avatar, and the TA manual (though not yet updated for TA) does cover it (see page 32). In addition to gaining information on the civ you're spying on, an agent placed on an improvement on a planet will partially disable the improvement's function.

22 Replies 15,150 Views

Are you saying spying doesn't work against minor races? Or that it doesn't work at all? If the latter, have you actually placed any agents on any other race's planets?

22 Replies 15,150 Views

[quote]Is it me, or did my guide get stickied?[/quote] And deservedly so!

108 Replies 1,002,004 Views

Back in Dread Lords, if I recall correctly, a military win counted more than an influence win (in terms of final score), which in turn counted more than a tech win. I don't remember where an alliance win fit in. Do you know where the ascension victory fits into this scheme? TIA

108 Replies 1,002,004 Views

I saw in another thread where the devs know what the problem is but are having a hard time fixing it. They said it's failing in DirectX code. As a work-around, you can change the settings to run the game in a window. I've done that, and made the window size the same size as my desktop. Seems to work well.

8 Replies 34,369 Views

While the detailed naming systems described in this thread really do convey a great deal of information about the ships (and I congratulate you for inventing them and sticking with them), it's a little too much micro management for me. I tend to name my ship classes (especially when playing as Terrans) after the ship names in Iain M. Banks' series of novels about the "Culture". The ships in his novels are super intelligent "minds" who tend to choose humorously ambiguous names. My favorite is

52 Replies 44,829 Views

I've seen the inflation in both of the games I've played so far, the first as humans with tech set to fast, and the second as Torians with tech set to very fast. Both times I had a 10% research bonus. tegac: I enjoy that IM also. The Arceans sent me (Torians) a message saying "Fear us! We have started researching mass driver theory!" A few turns later they surrendered to the Yor :LOL:

121 Replies 276,490 Views

Thank you for compiling and posting this. An excellent piece of work! :CONGRAT: About the shipyard's new "focus" feature. I'm disappointed that it works only on weapons and defenses and not engines, but I can see how that might have made it too complicated to get working right. But if I make my own design with an upgraded engine, is there a way to get the shipyard to start auto-upgrading it with new weapons?

108 Replies 1,002,004 Views

I agree with Formis6. And I've been playing GC since the OS/2 days, and was a beta and gamma tester for GC2. If the tech cost inflation is by design, I would really like to see it made an option. I'm on my second game in TA now, and like my first one I can tell it's going to end long before I can get to large hulls (this is in a large galaxy). In my current game I had 4 weeks to finish researching plasma weapons, but after stealing a tech from the Drengins (via invasion) all of a sudden I'm

121 Replies 276,490 Views

I got the "Invalid call" msg box while running TA in a window. It was after leaving the computer for over 20 minutes, and it had gone into power saving mode, so it might be the same error as the alt-tab bug. The crash happened as soon as I hit the shift key to wake up the machine. I do not see a debug.err file in the TA directory, and SmartException did not catch the error.

13 Replies 43,131 Views

Congratulations on a very successful year, Brad. I was one of your original OS/2 customers, both for Object Desktop and Galactic Civilizations. Object Desktop has made me way more productive at work, and I've spent many many hours enjoying your games at home.

14 Replies 37,827 Views

Kryo, following up on your suggestion to uninstall and reinstall to address the loading time problem I posted - it didn't fix it. I uninstalled, and then downloaded and reinstalled (except for the multimedia and movies, those I reinstalled from archives). I'm still seeing 3 to 5 minute loading times from the launcher. On the other hand, since I'm usually in the game for several hours the slow loading time amortizes out to a small annoyance <img src="http://images.stardock.com/gc2/T_DL/smiles

143 Replies 85,144 Views

Thanks for the hint, Kryo, turning off AA got rid of the video slowdown when running windowed. As for a complete reinstall to correct the loading time problem, is there a problem to turn on the collector's edition content when installing 1.4 from scratch? Is it included in 1.4?

143 Replies 85,144 Views

Kryo, the only mod I'm running right now is yours, and the loading time isn't affected by your mod - I was having the same problem before enabling your mod. Thanks for the suggestion about AA, I'll give that a try and report back.

143 Replies 85,144 Views

I tried adding galciv2.exe to WB's exclusion list, but it made no difference. Here's the full debug.err from starting up a windowed game: ebug 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: 11/30/2006, 18:21:49 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: JOHN2 Opera

143 Replies 85,144 Views