doktorstick

doktorstick

Joined Member # 607107
0 Posts 0 Replies 100 Reputation

It looks like it is the same level of problems I experienced before, which is still playable. For instance, some letters out of the loading screen "tip" paragraph is missing. The minimap is not too usable, either. :) It's OK, like I said in my first post. If ya'll are able to solve it (or someone in the community), then bonus! (I'm running the game in Full Screen 1920x1200 as is my VMWare session.)

3 Replies 1,645 Views

Howdy. I played the demo version of GalCiv2: Gold Edition(?) (mostly) with success under Windows XP2 under VMWare Fusion 1.1.1 in MacOS X 10.5.2 (intel). I say mostly because every once in a while, a character in text would be missing. And the mini-map would not work very well. The purchased the Ultimate set based on this playability. Unfortunately, now the game has no text. I don't know which buttons do what. Please advise. Thanks. /ds <

3 Replies 1,645 Views

This bug has existed since near 1.0. I create a stacked group. Click on another single ship not on the same square. Set it for auto-pilot. The stacked group takes the auto-pilot orders. My recollection is that this happens sometimes after moving a stacked group and then selecting a standalone ship and try to set it for auto-pilot. /ds

302 Replies 13,314 Views

This bug has existed since near 1.0. I create a stacked group. Click on another single ship not on the same square. Set it for auto-pilot. The stacked group takes the auto-pilot orders. My recollection is that this happens sometimes after moving a stacked group and then selecting a standalone ship and try to set it for auto-pilot. /ds

3 Replies 414 Views

"It don't have any bonuses, with the exception that it knows locations of yellow stars." From my understanding, this is an incorrect statement. The AI "notices" everything that happens in the galaxy. It doesn't necessarily interpret it as a problem, but it has full knowledge. As the levels increase, the chance that it takes action on what it notices increases, too. /ds

11 Replies 413 Views

Perhaps a UP resolution, or maybe just the default in the game, but suing for peace needs to be more meaningful. It is entirely annoying to sue for (or be sued for) peace to have it broken on the next turn. What's the point of that? It essentially removes an entire aspect of the game--peace treaties and negotiations. The most obvious way to make it meaningful is have a 24 month (or however long) period where you cannot break the peace you sued (they sued) for. It can only be broken

5 Replies 225 Views

Here's one I think should be fairly easy to implement and the AI should be able to deal with (and heck, even have a personality/predisposition toward it). It has been said that custom ships can wreak havoc on the AI. Too many options for them to worry about. Well, my proposal is thus: Ship classes have a number of "points" to be allocated between attack and defense. A ships in the same class have the same number of hit points. As an entirely hypothetical example, you get th

238 Replies 9,618 Views

I hope people take Frogboy up on his offer. I, too, have been in games where it was hopeless for my oponents IF I maintained my current strategy. Now, if for some reason I changed my strategy, it could unravel (like getting tired of sending out the endless barrage of constructors to build those cultural palaces). The AI shouldn't "hope" that a random event occurs and changes the landscape of play. Otherwise, it might just hang on to the end. /ds

41 Replies 1,790 Views

* Min/max difficulty setting when randomizing games (e.g., user selects "only choose race intelligence from 'intelligent' to 'genius'). * New military project--jump point. Allows ships to jump between two jump points on the map. Either implemented as instaneous jump, or super-accelerated movement (x2, x3) but you can't change course once entering the jump point. * New military project--extensible ship. Uses constructors to add military modules to it; can carry troops. <b

238 Replies 9,618 Views

1. Events. Perhaps there is an event that that gives techs. 2. You. More likely you had Battle Armor and other prereqs, traded a technology higher in the tree (the one Battle Armor eventually led to, for example). Since they have this tech, it is traded around, and satisfies the prereqs for higher level techs. /ds

1 Replies 265 Views