Razqon, just look at java's tree. you can both play the game and keep the tree open. toggle to tree when deciding what tech to research next. Java's tree is :)
TheoLeo
1) On the detail screen, above the social and military columns, there are 2 boxes not being used. I suggest labeling the top one 'last project completed' and the larger lower one shows the last project completed. The galnew in the lower right cornor is no longer needed and can show only ships destroyed. The need to scroll through the planet list twice per turn is not necessary and can be avoided. 2) I know I posted this before but never got an answer. I just researched Near-Omnipote
Agreed. Have 8 trade routes generating 1294bc/turn. I also feel that establishing 10 long trade routes between 2 distant but populated stars, and placing starbases tweeked on defense and economics in every sector inbetween, will generate tons of cash. Will probable have time after monday's build and retail to try it. Current game (Sept 2197): moral 91%, tax 50%, spend 98%, military expense 9451bc, net income: +78!
I have a trade route question: would a longer route give more income? I could have my planet with the all the economic achievements build all the freighters but its near the middle of my gigantic galaxy. I finally colonized a planet in sector 0,0 and its sending freighters to my ally in sector 0,24. (My first ship has yet to arrive and each turn takes about 45 minutes)
Do you think the slowdown is partially caused by the debugger? As for a faster machine, that's what I did in '96, upgraded my 486/33 to 486/100 just to play gigantic galaxy in os/2 galciv. :)
I'm also playing gigantic on a p4 1.8 w/512 ram. The only slowdown I have problems with is convoys. they move sluggishly, compared to single ships (manual moves). there was discussion last month why ships just dont jump. It has to do with using blockades and pathfinding. By not viewing AI and your auto-move ships, the game does go faster.
is DGM really needed to play the GalCiv.? sometimes i just click on galciv.exe to start game.
Found a auto-pilot performance problem: Sometimes, with auto-turn off, the game will slow down to a crawl at end of turn. 5 second delay when 'Find' button pressed, moving around mini-map or zooming mini-map 2 sec delay. I found the solution last night and just confirmed it when it happened again just now: too many ships on autopilot. By clicking on a ship and taking it off auto-pilot, the game responds normally (no delays). Put it back on, delays. I tried it on 3 different ships this turn.
Reguardless of whom SD decides to play their gamma, I have very few issues (recently posted) with lastest beta. The game is very addictive. SD did a terrific job porting (and improving) this game to Windows. 1 question: the shield overflow been around for a long time. Even though it affects only 1 planet, it looks awful. Will it be fixed before gamma? I'll try to post a bmp of it to the binary newsgroup.
Jack, great link, thx to you and Java! added to favorites. Its just what the game needs. will use it before selecting research. :)
I like the new battle/combat transport. 1) Are there plans to create a new ship design? Having the same design for regular and combat transport is confusing. 2) Combat transport appears in military project list and battle in ship view and mini-map. What will be the final name?
It just dawned on me why the completion months are way off: the bonus shields are no being used (I have a bitmap saved). for a 1000 shield project, months 'under construction' is 6 (on bitmap). 1000/148 = 7 turns. There is a + 433 to social prod giving a total of 581. 1000/581 = 2 turns. 'under construction 1 month' should appear on planet view.
This was posted by me on another thread last month. I bet your spending rate was 100%. I suggested a 100 shield icon. This could be done by making the 100 shield is full size, 10 - 2/3 size and 1 - 1/3.
ok. I do have 1 related question: Are there plans for the Research Screen to be interactive? for example, under modules, I see 'Avatar Killer', by clicking on that module upgrade, will a popup appear with the module bonus? Same applies to future research, social and military projects. What I am hoping for is a Civ 3 type Research window. I know its ver 1.0 but ...
Another way to bypass switches is to double-click on 1 of your ships with zero moves left (mine was a freigher). After the ship info window appears, next turn begins. 'End turn skips moves left' and 'auto turn' are both ignored.
Lucky is right for the first time this game is played but not for those who played this game for the nth time. I've played this game for years under os/2 and almost everyday since beta 2. Each game plays differently and none are boring. I hope ver 2.x arrives before Dec 25, 2004 (good excuse for computer upgrade).
In current game, I have autoturn off and it doesnt always work. I think it got broke in 4D (:(
I've noticed that when a planet is colonized, the game continues while the plant view is active. While I dont mind this for ships on autopilots, I do mind auto-turn. And turning autoturn off doesnt work 100% of the time.
I've seen bugs 1,2 & 3 reported in other threads. #4: Sometimes, ships on auto take extra turn to move. #5: I can guess on influence: starbases.
I've seen the "Continue Game" button, after a victory.
Kyle, your upgrade idea was first used in Civ 3. I dont think it would work here. Obsolete ships can be traded for techs, gold or goodwill.
Hrothqar - bad idea. I like to rename (drop USS) the ships I donate/sell to AI. It brings them to the top of my ship list in the diplomacy screen. SD did add a cursor to ship rename box in B4D but when I hit any key, the entire box is erased. I would like to hit the Home key then delete to erase USS. With the release date approaching, I rather see them add the ability to remove ships from the planet view military project list. This list gets too cluttered late in the game. I s
Lame does have good idea. Perhaps a color coded system: a green light for active, red for inactive and no light means tech not yet discovered!
Would more RAM help? I have p4 1.8 w/512ram. If enough ram is present, can the game be set to use it all and avoid HD?
BoogieBac, does this mean more defense after Avatar Killer? New trade improvements very nice! A 2nd repair bay just to repair starbase would greatly be appreciated: 10 HP/turn base repair. A properly built rookie starbase should be able to withstand 1 Overlord attack. 30 constructor improvements should not be wasted by 1 Overlord!