SEB9
Got it sorted - had to reinstall SDC and everything updated correctly afterward.
I am unable to complete the updates as the process crashes when trying to install ODZIP.DLL. Stardock Central also tries to update to 2.01.309 every time it starts up, even though it previously successfully did this update.
Well, I'll believe CariElf before anyone else...
rticipating in this Beta and ultimately playing a brillant game.
Glad to be of assistance LOL
I have both games and although I am a big fan of space flight games, GalCiv is by far the better of the two. I still play GalCiv but not X2. I don't think they can be directly compared either, they may vaguely have similar themes of conquest, but they present the player with very different tools, play environment and game mechanics to work with. I think you have made the right purchase choice. ;) ~SDC~
I've played Imperium Galactica 1 and 2 and enjoyed both, and also liked Pax Imperia 1. IG 3 is still under development but is now onto its 3rd name, Nexus - The Jupiter Incident, and is no longer being developed by the IG 1/2 people. The screenshots I've seen look very impressive. [Message Edited]
I have to agree with AeonOfTime, I would have used the suggested third option. To me Drengin sound like a model of car that has been long forgotten... :notsure: [Message Edited]
CariElf, I thought similarly about the updated version of AP, so I have uninstalled and Reinstalled AP to a new folder location. Due to this, the editor date is 07/06/2004 - the reinstall date. The editor is still malfunctioning - but this time is over writing the Acceleration.GCScenario custom scenario that comes with AP. Thanks
I have found a problem with saving custom scenarios with the latest verion of the Editor. Basically, I have found that no matter what you name the new scenario, it is saved OVER the last saved scenario. In my case the last scenario was one I created with the Beta version. The new version of the Editor does not create a new scenario file, it just over writes the last successfuly saved file. :notsure:
I agree with much of what has been said about evolving GalCiv II but also think that we need to be careful not to turn GalCiv II into MOO4 or the like. :p I like the idea of being able to mine system resources, Conquest:Frontier Wars did this quite well I think. I'd also like to see the ability to modify the starting parameters of each game more. AP has now introduced senarios, but I'd like to see this expanded: 1] I'd like to setup a senario where every race's homeworld i
Unfortunately Lothmorg the Black it does not seem that it can do both. It will colonise but it will not invade.
BINGO! :CONGRAT: Thanks VERY much Arturus Magi. You are spot on. LOL Thanks heaps.
Some things i'd like to see would be: 1. [quote]Adressing the issue of space terrain[/quote] I'd suggest gas clouds/nebula that could span many parsecs and have influence on movement, perhaps even have different types that take or give attributes to ships/fleets, cause damage. :d 2. An option to zoom in on battles i.e. micro-manage fleet battles if desired. This could be expanded with formations, experience etc. This could also be done for Invasions too. I'm thinking along the lines of
Oh, well I may have to reinsert the Transport for the time being.
[quote]No, it doesn't seem to matter where SDC is installed.[/quote] I agree with you, my system partition is E:, SDC is installed to G: and I have all my other games installed to H: - including GalCiv 1.20. I recall that GalCiv is on H: as I installed it from the CD. I have even tried messing with an archived version of GC:AP and its files but to no avail...it still installs to E: Any comments from Stardock?
I'm doing a bit of a mod and want to modify the Colonyship to allow it take over the function of the Troop Transport. I have added the Ability "Troops" and added Max Capacity as per the Troop Transport .ship entry. However, in game, I can load up a colonyship and send it to an enemy colony but it will not 'invade'. >:( It will put down a colony like normal on a new world, however. :) I must have missed something in some other file, but I can not fine it. Any help wo
This is not a bug in the true sense of the term, thus I have not posted this in the Bug thread. I have noticed that you are not given a choice as to where GC:AP installs. By default it is installing to the same drive where windows is located. :sniff!: This for me is unacceptable as I do not allow anything to install on my Windows drive that is not either part of windows or a shell extension/intergration. Thus I can not allow GC:AP to be installed. (:( Even my 'Program Files' folder is
I've created myself a custom map. I want to change the default planet and ship setups to fit with the map. Can this be done, and if so how. The ideal inital setup configuration would be to have each race start the game with a colony ship, carrying 30, and 2 scouts. No homeworld. If each race must have a homeworld, then I'd like to set it as something shitty, thus forcing the races to explore, say a class 10 world - catastrophic disaster or something. By default the game is over-riding
I'm playing 1.49N[RC], and have come across a small graphical annoyance. In several of the Campaign missions I have turned Good and got the White interface. However there is a problem with the ship/group fleet/unfleet panel, although it displays its contents correctly, it has 2 top horizontal borders that cut into the panel. When this occurs the panel only displays either a Fleet or an Unfleet icon, not both. ~SDC~
So what are the current numbers for this poll? All I see on the home page is the voting options...I'd like to see how the options are stacking up against each other now I've voted.
[quote]I'll go with Bromoser on that order of preference. [/quote] Ditto
Kiwi in Sydney, Oz ~SDC~
[quote]Does the system have an active rally point?[/quote] Good point, I'll check it out. It would be wrong, IMHO, for a rally point to over ride the auto-launch setting. The rally point should only affect ships that auto-launch, not manual launch ship.