robl68

robl68

Joined Member # 636369
0 Posts 0 Replies 299 Reputation

Currently running latest patch (1.0D.008 IIRC) and have encountered the following bugs: 1) When you conquer a new planet with a transport that was on auto-move it dumps you into the planet screen. If you leave the planet screen at any time (say to go to the Shipayrd or Planetary Details screen) the computer AIs continue to move while you can't see the galaxy map. This has been around since Beta, just a minor annoyance rather than anything

126 Replies 66,822 Views

Make sure you have downloaded the Multimedia component. Click the little + sign next to the GalCivII line item in Stardock Central. You should have Multimedia, Tutorials and Videos as subcomponents beneath that (from memory, so I could be mistaken on the names). Make sure you download the Multimedia to get sound, and you may also want to get the Tutorials and Videos. If you do already have the Multimedia stuff then I don't have any other

2 Replies 5,453 Views

My understanding (which could easily be incorrect) is that the extra production gets "wasted". However, you doesn't cost you anything. This is one of the biggest differences betweeen other 4X games and it took me a while to wrap my head around it. If you have 20 Social Production on a given planet, if you are using that production it costs you 20 credits (1 credit per production point) to fund that production. If you aren't producing anyt

5 Replies 8,169 Views

This was something that I had never noticed during the Beta (admittedly I didn't get a chance to play the Beta). Now I'm seeing Ship X (requires 3 more techs) all the time. While it's hardly a game-killer, it would be very, very nice to be able to find out what those other 3 techs are rather than having to search manually through the tech tree. One reason I can think of that I didn't notice this during the Beta is that the skirmish games

19 Replies 13,659 Views

5 stars for my experience with the preload and the final download. Went smooth as silk for me. 4 stars for the game so far... As of this time I've played through the first 2 scenarios of the campaign. The story so far is interesting, but I would have liked to see a bit more depth during play. I'm hopeful it will get more interesting as I progress further in the scenarios <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" bor

79 Replies 50,095 Views

I was able to successfully run the Beta after renaming the directory (GalCiv2Beta) and then installing the new GalCiv2 preload into the old directory. Of note: I was never able to successfully download the multimedia files for the Beta. On a lark I copied the Movies and a couple other directories (sorry, don't remember, at work currently) from the live version to the Beta and it worked. Was somewhat surreal actually hearing sound effects

6 Replies 6,563 Views

Figured I'd create a post for all of us (some of us?) to say that we successfully managed to preload GalCiv2 and thank all the devs for the hard work they put in. Data points if it matters: OS: WinXP SP2 (English) Server: Chicago Purchase Method: pre-order directly through Total Gaming Network Connection Type: Cablemodem

28 Replies 31,042 Views

I believe the actual question is: After you get Xeno Ethics and choose "Good", what happens if you keep choosing the "Evil" option on random events? Choosing the "Evil" events will cause you to slide away from "Good" but would you still keep the "Good" bonuses? To extrapolate further, what would happen if you started your "slide toward Evil" after building the Temple of Righteousness? I need to experiment with this myself <img s

9 Replies 11,862 Views

I've been playing the demo of GalCiv 2 for a week or so now and one thing I have been missing from GalCiv1 is the "alignment UI". What I mean by that is the UI would change based on your alignment. Grey for Neutral, blindingly white for Good and black/red for Evil. While this doesn't seem to be present in the Beta, I'm hoping that it will be in the final release. Any word on if we'll be seeing this in the final release or if it's been dro

9 Replies 11,862 Views

In my understanding there is no "max population". Population increase is based on morale. If the people on that planet have good morale (over ~50) they will increase. If the people on that planet have bad morale (under ~40) they will decrease. The planet class probably defines some sort of sweet spot that the population will tend to gravitate toward, however, morale is a very complex beast influenced by taxation, morale resources and most likely a number of other things.

6 Replies 401 Views

Sorry for the odd phrasing on that. My understanding is that if you have a colony with a base military production of 20, you can spend up to 20bc to fully fund milltary production on that planet. Thus generating 20 military production points. If you have a +50% military production bonus due to racial ability, on that same planet you can spend up to 30bc to fully fund military production. Thus generating 30 military production points. With racial abilities you get no

9 Replies 502 Views

From "The Economics of Galactic Civilizations" (in the Encyclopedia, lots of good info there, check the link at the top of the page): --- How your civilization’s abilities affect production Your civilization has specific abilities for military and social production. These abilities go into how much additional production you get over the base amount. But none of this is given “free”. It just increases your civilization’s industrial capacity. --- What this means

9 Replies 502 Views

While I like Honor's suggestion about adding a maintenance penalty to Starbases, I think I'd rather see a large penalty for the Starbase structure itself and then minimal to no penalty for additional structures. If balanced correctly that would encourage less starbases with more modules. I'd rather see built up starbases in key areas rather than see starbases in every sector of the galaxy. Perhaps to incorporate some other ideas: - increase starbase maintenance based

73 Replies 3,651 Views

OK, so last night I was caught in the "one more turn" syndrom and was realizing that I should probably be heading to bed when all of a sudden one of my starbases was attacked. The starbase survived and destroyed the single attacking fleet. Thankfully I managed to spot where on the map this battle occurred before having my screen whisked away to another ship that was moving (yes, I have my screen following ship moves), however, I have the problem that I was not able to positively identi

0 Replies 75 Views

As a newcomer to the game I must first and foremost say, "Thank you". GalCiv has been a welcome relief from the flood of RTS and FPS games that seem to be flooding the market now. However, as I'm learning the game I have been struck in a couple of places by things that might make the learning curve a bit less steep. (Yes, I know these have been addressed before. Count them as my votes for what a newbie wants to help learn the game.) + Some way to link/easily referenc

689 Replies 30,599 Views