It seems to me that the parties actually represent certain interests. For instance, in some games where I was practically at war with the universe the Pacifist party actually managed to unseat me (I was a Federalist), while the War party didn't have much popularity at all - I guess I stole all their issues ;) I don't know how the others one work though, and your own party's "votes" only seem to be based upon your approval rating, which seems 100% dependent upon Morale. ~SDC~
Plutarck
Actually, this should be relatively easily solvable if the game hasn't always done this. First, uninstall the game completely, and reboot your computer. Then go to the directory where you had the game installed, and move any saved games you want to keep to somewhere else, and then delete the directory. This will insure, with the greatest certainty possible, that no corrupted files will be left over. Next, now isn't a bad time to use some virus scanning software, so th
The old Declare War/Demand Peace strategy is present in many games, and seems to have always been in GalCiv - and it really is a problem. Basically over 5 turns, before destroying a civ, you can get them to basically hand over all their trade goods, techs, money, and (if desired) their influence. Just attack, get peace, wait a turn, then do it again till you've got just about everything they have. I think Civ3 fixed this problem with the "Cease Fire" length of time. If you went
I'm 99%+ certain that long leases for purchases are NOT cancelled upon declaration of war - basically they are not cancelled, unless by death, and even then I'm not certain what happens. This is obviously to avoid an 'exploit' where you agree to pay some rediculously long lease, then declare war the next turn to skip out on the tab ;)
"2. When you take out an empire, shouldn't you get any trade goods that they have developed during the game?" That's what I was wondering about. What happens when you destroy an empire that had a trade good? For instance, in a game I have the Carinoids have/had like 4 trade goods (Diplomatic Translators, Ultra Spices, Frictionless Clothing, Tritanium Steel). If I kill them, all the trade goods just go away. At least of the player has traded for them they still seem to get the
From the way they talk you'd think that there was some Quantum Flag somewhere where if you bought one game you were forever unable to buy the other. Funny, from looking at my game collection I seem to own more than one game, and many of them were released at about the same time. What can I say, I'm a heretic ;p Were I in the mood I'd compare the behavior displayed there to certain UFO cults and such, for whom lack of proof of their beliefs or proof to the contra
I'll comment on the above later, but I just thought of a few more things! I'z being somewhat perceptive lately :) First, on the game customization/start screen, I really like the added difficult settings (there are more now, aren't they?). However, I'd like to have another option or 2 added to the Habitable Planet Rarity thingey option. I play on Abundant usually now on a Medium galaxy, but I think it might be fun to have an option or two above that were habitable planets
First of all, yet another great job! I was worried at first, but it's all much smoother and nicer now. Now, first a bug I previously forgot, and I don't know if it's still in the game but I wanted to go ahead and mention it just incase it is. At least in 4D, upon winning the game (I've done it twice so far) my actual final score for that game wasn't broken down/explained or seemingly even listed (just what seemed to be totally different numbers/scores on the various game s
Just wanted to tell you what a fantastic job you're doing! It's very helpful, and I especially like the Research Tree which is really great while playing. The joy of discovery is quickly eclipsed by the struggle to remember ;) (ooh, that's good - gotta remember that one...)
I too had this same sort of problem, 'cept I had lost control of the senate. I just don't know what the votes displayed represent. I'd assumed various things, but I just dunno, so I can't figure out if its a bug or not. Quite confusing.
I'd better not get sick, or I'll...I'll... ...well, I'd pretty much just sit here and take it.
One more thing I just thought of about the United Planets. One, there should be an added label on the United Planets tab showing how many turns till the next meeting. Also, especially as new and more events are added, make them happen more often! They're quite cool and especially towards the end of the game they sure do become few and far between. Also some way to call one earlier than normal would be nice, such as using influence votes to decide if a meeting is h
First up, bugs with Terror Stars. As most of us are probably well aware, when you put together a terror star beyond a certain point there is no graphic for it and thus you can't select it, only have it selected for you by the game with the "Find" button. Well, I found a fix. If you complete your terror star and then save your game, then exit the game back to desktop, then start the game and load your saved game, the Terror Star appears! Yay! However, I've found another
I was wondering about this, and I can't figure out how important population is to figuring how productive a planet actually is. Does anyone have some rough formula or thumb-rule for figuring out whether or not it would be a good idea just to take away population in transports or colony ships instead of leaving them on a planet and building morale improvements to try to keep them appeased? I'll be playing around with it in my game today, so I'll report back my own opinions.
Just found a bug for the first time. I was sending a fleet against an enemy I was not at war with, and got the pop-up about warning what will happen if I attack. Being in a Republic, I was playing as the Federalists and had recently lost control of the Senate to the Populists (fighting a very very long loosing war). Anyway, on the pop-up it's basically all screwed up. I click "next" on the vote and it seems like I won the vote easily, yet the results say something like
I've gotten relatively late into a game on a medium sized universe (I have something like 60% of the galaxy's influence, doing over 70-80% of the research, quiet a long way ahead in all the main map screen graphs, beaten the Arceans and the Yor and a minor race, and I'm pretty well into the tech tree, up to the Mind Control techs and such), and a little earlier I had the problem of invading the last planet of the Altarians. After taking it it was grayed over with the fog of war, and even if I se
Ships in GalCiv are more like units in the Civilization games. They have various attributes (Hit Points, Attack, Defense, Speed, Range, and maybe Sensors), and once you research the relevent tech you can build them. There are also techs that increase your units attributes such as increasing them by 10%, and there are also various "Wonders" and "Trade Goods" that can do similar things (Tri-tanium Steel, for instance, increases HP by 50%). So for units, it's basically an advanced
The easiest way to handle it is to somehow send it to a more experienced player here, and let that person/us take a look at your saved game and figure out what's going wrong. Also, how far along in the game are you? You should focus building all the Morale improvements you can, as well as the planet quality improvements (soil enhancement and habitat improvement). And if all else fails, build Transporters and take off the maximum amount of people (1000m), whi
Ted said: "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." The same problem is present on the Save Game screen. If they could add Home/End button support rather than deleting the whole name that'd be great. Also, on the save game screen there seems to be a bit of a bug. If you select a slot such as Game1, then change the name to Game2 and press save, apparently n
Yeah, I think everyone has noticed that same problem. Then try clicking on the "Economic" tab again, and often the totals will refigure/change yet again. Very scre...err, "quirky" ;)
I second the "display modules NOT present" thing. I often have problems remembering what module is now available for construction, often leading me to send off a constructor to some starbase which needs no improvement. (:(
I'm personally quite the fan of vBulletin, use it all the time especially at the JREF Boards (www.randi.org). It'd certainly be nice to have some spiffier boards. Lots of development has gone into them, and it really shows.
Here's another idea: How about if the AI just used it's Constructors properly? The AI, at least on the two low levels, are incredibly stupid with their ships. They don't use fleets enough or properly (this is probably because it's a new ability and hasn't been through AI tweaking yet), and they have a tendency to just have constructors and freighters just stacking up at home, or building starbases for no apparent reason and not upgrading them with modules. If both the human and
On the Dreadnought technology, the description is: "Strategic Defender Systems continues its dominance of the military industry with its latest addition to our defensive capability. The new 'Dreadnought' class of Battleships has moved out of the prototype stage, and into production. This new weapon is equipped with even more powerful Photon Torpedoes, along with the recently developed Transporters. Shuttles are no longer needed to transfer people or materials from ship to surface. The T
Do new anomalies occassionally appear, or do you only get the ones you start with? If they don't, then that'd be a nice random event to add. If that's already in then...nevermind. ;p