Ok.. More information on the lost jewelry problem... and a possible work around for those having the problem. Here is how I was able to reproduce the problem. 1) Create a ship from scratch and save it. The ship files appear in the "My Games\GalCiv2\Metaverse\ships" directory. (Note that this is a NORMAL, ie Non-Metavers game) 2) Exit the game 3) Move the ship files (The S3_* file and the *.xml file) from "My Games\GalCiv2\Metaverse\ships" to "My Games\GalCiv2\ships" d
PirateRob
CodeCritter said: PirateRob (or anyone who has experienced the ship upgrade and losing jewelry problem) I am having difficulty reproducing the problem. I've created several designs in different ship styles in version 1.11 and tried them in new and saved games(saved in 1.11) in version 1.2 beta 1. Some addition
PirateRob said: selecting "Upgrade" now deletes all the "Jewelry" parts as well as the functional parts of the design. I did not experience this problem at all during my 1.2 beta-1 game, and I upgraded my ships throughout the game. Perhaps the check box in the options screen inadvertently became unchecked? [Captain] [Top 25] [3rd Pla
n the 1.2 beta, when designing ships, selecting "Upgrade" now deletes all the "Jewelry" parts as well as the functional parts of the design. In effect, Upgrading is the same as starting New. This is VERY anoying.. so anoying that I have stopped playing the game until this is fixed. I spend a LONG time building up cool looking ship designs and I want to reuse them.. this bug prevents that. Rob
Here is an anoying bug for ya. In the 1.2 beta, when designing ships, selecting "Upgrade" now deletes all the "Jewelry" parts as well as the functional parts of the design. In effect, Upgrading is the same as starting New. This is VERY anoying.. so anoying that I have stopped playing the game until this is fixed. I spend a LONG time building up cool looking ship designs and I want to reuse them.. this bug prevents that. Rob
The problem is not wasting money.. but rather wasting capacity. If I have money in hand, and I look out over my planet and only half of the factories are working, I want to be able to spend my money to get the other half working. It makes no sense to limit me arbitrarily when I have capacity AND money available. (barring a third resource like workforce.. but its not intuitive how this third, mysterious resource is at work in GalCiv2)
I know that the Production slider issue has been beat to death but in every thread I see, its mainly focused on wasted social spending.. here I want to discuss how the economic sliders work in relation to planetary production. The Tax Rate Slider Simple and straight forward... this slider is not linked to any of the others in any way. The higher the taxes, the more money generated. The Industrial Capacity Sl
In all my games, I have noticed that all the AI civilizations will pick the SAME weapon branch to research in a particular game. For example, In my latest game (1.0x.01) EVERY SINGLE AI EMPIRE has picked Missile weapons as its initial weapon choice.... that is all NINE of the AIs. Something is fishy there. I would expect to see a roughly equal split between the 3 weapon types. (assuming its random) The game before this one, I noticed that all the A
The white border is the result of something weird going on in the algorithm that draws the influence boarders. If you look closely, you will find someplace in your empire where the border LOOPS back on itself, effectively inverting it. then it overlaps with the enemy borders, it mixes the colors. Rob Edit for bad spelling and typos.. I should proofread eh?
If you use soil enrichment on a planet, it gives you another tile to work and increases the planets class. For example, using soil enrichment, you can get earth to class 11. Save, Reload, Earth is now Class 10 again... but the soil enriched tile is still workable. This may just be a display issue... but if you get bonuses for having higher class ratings on a planet (other than the workable tiles) it could be having an effect. As an example, I had a
Core colony ship only has ONE colony module on it.. the OTHER thing that looks like a colony module is a dummy module added in... you can create a colony ship that has the same colonist capacity as the core ship by just placing ONE colony module. Rob
Short answer is Yes Since you can design your own ships, you can build ships specificaly for recon purposes... give them as many of the best sensor components as you can squeeze into the hull. Perhaps you might also give them some extra life support components to get the movement range up a bit as well. They will be slow and unarmed but have good sensor ranges. Rob
And now tell me, how could it bother ANYONE to have these things as an OPTION? if Stardock put in every little option that might please someone, they would have no time to actualy make a cool game. The game would suffer and it would BOTHER ME.
There is another game coming out sometime in May.. Sword of the Stars. http://www.kerberos-productions.com/sots.shtml It is more along the lines of a Total War game style.. Space: Total War It has a simplified strategy game interface (like Rome: Total War) but a fairly complex 3D tactical battle interface. (also similar to Rome: Total War) Rob
Looks more like a ship out of Starblazers Very cool.
I actualy like the tile concept. I trust the Stardock will come up with a suitable AI for managing the tiles. If they cannot, then GC2 will be a total failure simply because the AI empires MUST be able to effectively manage thier planets if the game is to provide any challenge at all. I suspect that the routines the AI empires use to manage planets will be the same routines used by the human player who wants to automate planet management. Rob
Why do people assume that Team mates should share all technology? Its not realistic at all. I do agree that there should be a diplomatic bonus when dealing with team mates though. You can think about the Team sharing in two ways.. 1) The gamer way.. Since you are a team, the Min/Max approach would be to share everything and always make sure you are researching different things. 2) The simulation/realistic way.. No two governments will ever share EVERY secret and technol
I think PC gaming will be around for a while yet. One of its big advantages is also one of its big disadvantages. That being, the PC is scaleable. I can purchase a $600 PC from Dell that will run most games... or I can buy a $3000 PC from Alienware that can play ANY game and play it well. With consoles, you get what you get. I know, thats a pretty elitist view of things but its the truth. Scaleability also makes it more difficult for programmers to work with though. They have to
I must be weird or something... I actualy like MOO3. Im very disappointed in the QUALITY of the game code rather than the game elements themselves, and the fact that Atari abandoned the game after 1 patch. Rob
Stars! has fleet based combat. GalCiv has Civilization style combat.. one unit at a time. Stars! you DESIGN your own ships. GalCiv has fixed design ships, ala Civilization (again) Stars! you dont build stuff on your planets other than generic factories / mines / etc. GalCiv you build many different things on the planets similar to Civilizations cities... and MOO2. While the interfaces may LOOK similar, they are different in many ways. I mean, come on, the
I find that morale boosting buildings are a must have for every planet. Higher morale means I can tax MORE and get more cash. Hmmm, now that I think about it though, there isnt much sense in building a morale booster on a planet if its not the planet that has the lowest morale. Its always your lowest morale planet that dictates you highest tax setting. As for under PQ 15 planets.. I always take the PQ 14's after I have exhausted all the PQ15+ planets I can get to. I colonize the PQ
Does anyone have a list of technologies that increase your logistics score or do I need to wade through the tech databases to find it myself? Its apparent to me that researching technologies that increase your logistics score early is important. You will need at least a few +1 bonuses to utilize the resources in your empires area of influence without crippling your economy. Oh, and I think it might be a good idea to have the base starting logistics dependent on selected galaxy
So far, I haven't found any technologies that increase Logistics level... are there none or am I just not researching the right things? In order to capitalize on resources within my influence area, I need to be able to build 4 to 6 starbases in a large galaxy. Right now, that is essentialy impossible in the early part of the game. In my current game, the Arceans control all the resources in my area except for 2. I only control 2 because thats all I could afford to build for sta
Well, the opening move for ALL levels of play, "cake-walk" to "maso" is the same. The first stage of the game is what everyone calls the big land grab. Here, the typical strategy is to set military spending to 100%, set your spend rate to 100% and adjust your tax rate so that Sol has a moral of 100.. just barely. you want a 100 morale to get the 2x growth bonus associated with it, population growth is the KEY here. This will have your economy running in a deficit spending mode but your treasu
Actualy, the solution that comes to my mind right off is to offer a moral boost for "unused" social production and maybe for "unused" shipyard production as well. The idea is that if there is government money going into the social production queue with nothing queued up, its being used to subsidize consumer goods production for the local population. If there is government money going into the military (ship) production queue with nothing queued up, its being used to subsidize commercia