Before I start, I haven't read all nine pages of this thread so these issues may have already been mentioned; and I apologise if this is the case. I have found two issues that are annoying but don't really affect play that much. :notsure: 1. When a colony is under cultural pressure from another empire and displays the icon on the Sun. If money is spent on this colony to make it less affected, and later when the empire applying the pressure is destroyed, the colony is still show
SEB9
Why not add maintance/running costs for starbases. The number of modules determines the level of the maintenance/running cost. Thus linking starbases to a financial burden would limit the number of starbases an empire can afford to run. I'm not talking 1 per module but costs at the same sort of levels as Excaliber ships - or greater. Perhaps the type of modules could influence the costs - military add total cost of modules, economic modules could cost less as they are generating income... <
I never played the Avalon Hill version, but I do have fond memories of playing the Metagaming version of Stellar Conquest. And yes I do agree that GC is like an enhanced computer version of this game - no wonder GC is so good :D ~SDC~
I've got the game and am enjoying it when I have the time to play.
I've got a game at the moment where I have 20 starbases in each of two sectors. Each star base has the protector fields and upto Battlestations 3. My ships are able to absorb anything the AI throws at it and kill it when they fire. Unfortunity its just me and him so I'm going broke fast... :notsure:
I always put Repair bays on Star Bases, it also helps them recover hit points as well. And it stacks - multiple SBs in one sector can make for a good repair area.
I also would expect that you have recently completed research on something that increases the total hit points of your ships to the extent that the old hit points are less than 2/3rds, or something like that, of the new total hit points. If you play as the Militarists, this happens lots - when you regain control of the Senate.
The skull and crossbones indicate that the Colony is under extreme Cultral pressure from another race. If you click on the Cultral display button, top of main map next to the right side display panel, you can get a report on the cultral influence being exerted on this sector by each of the major races. I have found the if I can exert more than 900 then most colonies will not need too long to come over to my party(race) ;)
I have begun encountering random crashes to desktop. I run SmartException as a matter of course and SE does not think anything unexpected has happened when the crash occurs. The error log has nothing but standard debug entries, the last from todays crashed game being 'Debug Message: Make Ship Leave Orbit: Brad Version' thus it appears that the game is just 'exiting'. I have noticed an increase in this behavour since the patch was installed. It seems to happen when an AI ship is ab
I have several ways of dealing with space monsters, including the sharks. 1. If its early in the game, I send a ship to where it/they are and get the monster to follow the ship, usually past AI starbases and fleets. This takes the ship out of action for much of the game, and it needs to be manually moved so it doesn't get caught by the monster(s) or get too far ahead of them. 2. If given enough time each of my starbases gets an Interdiction module which stop monsters dead in their t
Changing to the Atlanta server did the trick. SDC updated itself, went to restart and caused a memory violation error that Win2K was thrilled about ;p Manually restarted SDC, entered requested account information and then the update showed up. :d
I'm sure the shipyard and other ship building improvements only affect what gets built afterward, it does not affect ships already in existence, thus you can have the same ship type with different stats, without ever seeing combat.
When I get this event notification I buy a colony ship, then load the whole colony into it and send them off somewhere nearby to wait. Then I get 2 transports, 1 full up and sit it next to the colony and wait for the takeover, and the other I use to ferry off every 10M colonists to another colony close by and return with the empty transport. Then all that you need to do when the evil takes over is invade quickly and make sure no ships are near any of theirs - their ships disappear the t
When I get this event notification I buy a colony ship, then load the whole colony into it and send them off somewhere nearby to wait. Then I get 2 transports, 1 full up and sit it next to the colony and wait for the takeover, and the other I use to ferry off every 10M colonists to another colony close by and return with the empty transport. Then all that you need to do when the evil takes over is invade quickly and make sure no ships are near any of theirs - their ships disappear the t
Although, in my last game in a medium size map, got hit by a recession. At the start of the recession the treasury was at ~3000, by the end of the recession the balance was ~ -2000, dropped ~5000BC, and then managed to set the optimim tax rate and got back into the black without losing any worlds. ~SDC~
Looks very cool. Pity I can't seem to upload more of my games :sniff!:
It runs ok on my PII 350 with 128MB RAM, dual cpu mind you ;), just don't try to play the bigger maps.
These may or may not be bugs - you tell me... 1. I am not able to enter into Alliances with any other race, major or minor. I have researched Alliances and in the Diplomatic screen it does not show up as a tech I have but they don't, assuming then that they have it too. At no point during any games so far has the option to form an Alliance been given, even when the Race is showing as 'Close'. The AI races are forming AI Alliances. 2. I can not get Metaverse to show any but my second
36 and my first wargame/strategy was Metagaming's Stellar Conquest :D Strange it reminds me of a PC game...
I have had to evacuate a newly taken Planet during games where I've attacked with a single transport; a planet that has had 8-10 times the population, used Core Detonation or Mass Drivers and then found that I am so much more powerful than the defenders; that I win and destroy a good planet ie take it down to a class 12-13. Only humane option is to abandon the colony after removing the population. (:(
Welcome to you both. You've found a mighty game here with GalCiv.
I've played it on a PII 350 up to a Medium map, and it was ok. Found that the more RAM the better with slower PCs. :)
What do you need cheats for. This has to be one of those rear games that you really don't need to use cheats to win. :D
Got it sorted - my GalCiv registration uses one email, my Stardock login uses a different email. Put correct email in correct place and wouldn't ya know it, it all works fine. ;) Downloading as I write LOL
I am haveing problems with SDC. I am shown as the registered user of SDC under Help>About SDC, but under the Software>Drengin tabs it comes up with 'Failed to validate account information'. Going into the Edit account area for Drengin.net, Clicking on the update button returns an error for my Serial Number. Enter the Serial Number again and click update and the same error 'invalid serial number' is returned. Is the problem with SDC or my account? :notsure: I am logged into th