Just ask the Altarians. Good civilzations are completely justified in invading evil scum like the Drengin. At least they've never had any hesitation in doing it in any game of GC I've ever played.
Publius of NV
The espionage screens that announce that you've reached low, medium, high, or advanced levels of spying frequently show up twice. That is, you'll get an announcement that you've achieved "Medium" level on the Drath, and then on the next turn you get the exact same announcement over again.
Have you contacted them and asked for the starbase? Or traded for it? They'll probably turn you down, but if your military is strong enough they might hand it over ...
I had a planet create 2 constructors at one time. I frequently see 2 ships completed a few turns after loading a saved game. I'm not sure whether the saved game load causes a ship completion notice to be missed, or whether they are actually being completed on the same turn.
Merry Christmas!
I just sent a screen shot to gc2bugs where two different fleets in the field of view appear to be selected (the dashed blue circle around them). This bug probably accounts for the problem I've had recently where I try to build a starbase with what I think is the currently selected constructor only to find the starbase built somewhere else.
We still have the problem where a planet culture flip doesn't stop invasion fleets. The Arceans were at war with the Drath, and one of the Drath worlds culture flipped to me. The next turn my new planet was invaded by the Arceans (I was able to fight them off ). Before the invasion, and even after the invasion, the Arceans are "Close" to me. So I expect that the transport was set on autopil
I'm occasionally getting popups about my ships being out of range and needing to autopilot back, or about how they can't travel that far, when they are clearly within range and, in fact, proceed to move where I ordered them to just before the popup. I don't know what more I can do to help debug this problem though, since when I try to recreate it it doesn't happen.
Ohmygod, Brad, you're trying to make it impossible to win militarily, aren't you.
Speaking of ranges, when I researched Advanced Life Support last night I didn't get the +10 to range that the tech tree said I would.
Is there room on the Civ Manager Colonies screen to show planet population? That's something I'd like to see there, along with the existing Class/Social/Military/Research/Approval.
Sometimes they do. I've demanded money from a minor and had them hand it over.
So far as I know, it is not possible to discover an alien race through spying. I think it would be a nice addition at some future point, but I'm not sure how the diplomacy window could be reworked to handle a race that you knew about but they didn't know you. A simple popup that said something like "Our spies working in the Altarian Empire have discovered a previously unknown race called the Iconians. They are reported to have a neutral alignment an
I've seen this a couple of times now. I invade and take over the only planet of a minor civ (in the latest case, the Paridians). A turn later, I go to the Foreign Policy window, Minor Races tab, and the icon for the Paridians is still there. When I click on it the line along the bottom that drops down to surround the selected minor race icon momentarily drops down to surround the Paridian icon, but then immediately returns to the first minor race. It makes sense that I can't select them, but
I've already reported the problem where a fleet regains its move points after an attack that levels up a ship - well tonight I saw something worse. I had just loaded a saved game, and one of my fleets had a base move of 10. I used that fleet to attack the Yor homeworld 4 times (to wipe out the 4 defenders they had in orbit) and when I was done I noticed that my fleet now had 40 move points! Yippee! I took off on a ride halfway across the map <img
To continue on my military stabase theme, though, while I saw the Yor starbase giving considerable enhancements to ships in open space, it didn't seem to aid ships in orbit around planets within its range of influence. At least I remember seeing the ship out of orbit having laser attack increased by 4, while the ships still in orbit only had laser attack 2. Can anyone else confirm that? Is that the way it's supposed to be?
jmgarth, It's probably a matter of the Yor ship starting that turn inside the area of effect of the military starbase. Ah, good point, Popup Target, I hadn't thought of that.
GC1 had an option to turn off minor races, and since it's in the prefs.ini file I'm still hopeful that will come back.
I believe the way things worked in GC1 was that the alien races started out neutral to you when they first met you, and then slowly moved positive or negative depending on your ethical alignment and theirs.
Two colony buildings - I've seen that on Minor civ's homeworlds.
Hit a CTD to trying to create a new ship design. Sent exception report to gc2bugs.
Another typo: the tech completion message for Plasma Weapons III says "Plasma Weaspons III Perfected".
Does a Military Starbase's bonuses extend beyond the visible range that you see when you click on it? I see a Yor ship that has attack 5/4/2 defense 1/1/8 when it is 2 squares outside the visible range of a military starbase. When it moves 3 more squares away from the starbase it drops to attack 4/3/0 defense 0/0/7.
There's a problem with pathfinding for moving ships. I set a destination for a fleet that took it past an enemy ship. It had 7 move points, and there was an obvious (to me) path that took it past the enemy ship to the destination I set. But when I set the destination the game moved the fleet 2 squares to a point directly in front of the enemy ship and then threw away the rest of the move points. I don't remember this problem in GC1, and it really n
Another spelling typo: on the trade window, one alien response is "A decient trade" instead of "A decent trade".