This wasn't affected by the patch, the game just doesn't sync up the real time battle with the icon damage very well.
Dataslave
At 1280x1024, I experience the same problem on Gigantic games. I found that you can drag scroll using the middle mouse button, but it is extremely slow and unresponsive (much like drag scrolling in the free cam battle view).
The survey modules are changed to zero cost not size . The description of the guide book is a bit misleading, to be sure.
I um.. found a few errors in the printed tree Galactic Warfare > Space Militarization > Starship Defenses is labeled Starbase Defenses in the printed tree. Galactic Warfare > Space Militarization > Planetary Invasion -- This tree is under Space Weapons in the printed tree. Galactic Warfare > Space Militarization > Planetary Invasion > Planetary Bombardment > Tidal Disrupt
C:\Documents and Settings\*user name here*\My Documents\My Games\GalCiv2\ships Delete all files. Voila, database cleared.
*Aside* from Morale concerns? Low morale leads to lower taxes, leads to less social/military/produciton. At some points I've been forced to destroy farms and let billions of people *die* just so I could raise my taxes enough to get out of the red. That said, I have done a few test games where I overexpanded (5 colonies within 30 turns or so), and this led to major problems due to lack of population vs colony maintenance costs. I ended up going to -2000bc in the treasury, with tax r
Thank god the campaign is over. I'm sick to death of having to deal with Dreadlords. Now off to some sandbox games where 31 attack scout vessels and 80ish attack carriers don't wander into my life a third of the way thru a game.
Pressing down the scroll wheel == middle mouse button. This has been standard practice with scrollwheel mice for a long, long time now.
Have you seen the F1 and F2 mini windows? those at least offer some of the things you requested for planets/ships. Not as much information to be sure. I do agree that another window of this nature would be great for starbases.
Choosing simple things that will take less than an hour to implement and test is hard! - Add the ability to right click on trade goods in the Trade window to see what they do, just like you can for techs. - A new display window for said screen (both techs and trade goods) that is larger, gets rid of useless empty categories, and actually displays useful information (if you're offered plasma III, you should be able to see at the very least the stats [cost, damage, size
Trade good randomness - I traded some tech for Micro Repair Bots last night. I assume they were working, but there's no real way to see the bonus from these that i could tell. At a later point, i tried to trade them to another race.. only to find they were not avaliable for trade in the trade screen. I figured they may have auto reverted (are trade goods trades permenant, or for a set perod of time?) so I checked back with the race i got them from. Nothing. I spoke with every race in
This is starting to look like the WoW forums, soooo many stickies! Consider consolidating them a bit please.
I ended up assaulting the dreadlord homeworld on Normal.... kinda by mistake. I didn't pay attention to the mission objectives well enough, and thought that was the goal. Once you get fleets large enough, taking out the dreadlords isn't terribly bad, you just have to get in the first attack. Anyways, once the dreadlords were defeated, it was cakewalk to run over and punk the drengin. On a side note, I've been using starbases lately as a way to extend my range, rather than taking ov
Updated based on the 1.01 patch notes. Sadly, I could only find one issue that was fixed. Let me know if I missed any.
Update ========================== I compiled all the feedback into one massive post. Everybody has gotten credit for something they mentioned. If you see any mistakes, or I forgot to mention something, post it and i'll update.
You have to have at least one point in the proper defense type for the starbase defense assist modules to work. I'm not sure if this is intentional or a bug, as the starbase attack assist modules will add to a ship without the proper weapon types.
After just finishing a seven hour game, I just have to re-interate how BAD the text entry boxes and ship selection is. - I ended up creating dozens of ship designs, and had to deal with the awful text entry boxes each time. Make them work like they do in windows, please. Waypoint naming is just as bad. I had to give up on naming fleets, it was just too annoying to deal with any more text boxes than absolutely necessary. - The ship selection silliness caused me to leave m
1) I experienced the 12/11 issue as well. I thought at first it was due to me completing micro repair bots at the same time the ship was sent in for repairs. It definitely did happen while the ship was being repaired in orbit. 2) Yea, sending a fleet to a planet disbands the fleet. Major annoyance. Instead sending the entire fleet, disband the wounded ship(s), send those over, and send over fresh ships from the planet to merge into your fleet.
Bugs =============================== After loading a savegame, the first time you hit the Turn button, the game does not progress through a turn. The current date does not change, and the social/military/research completion times do not update. Hitting the Turn button a second time ends the turn as normal. This behavior is easily replicated, and I have consistently reproduced it on several savegames from various games.
1. I have been unable to turn transport troopships into a fleet and attack with them together. All transport should be able to invade as one not have to go one at a time. I just tested this with both the default Transport (1000 troops each) ships and with custom designed transports (4000 troops each). I was able to put 4 Transports into a flee
Update: I added several new annoyances/issues and clarified a few existing ones. There are a handful of bugs that I've noticed on the forums, but I'm hesitant to add them to my list until I've experienced them firsthand. If I get some time later, I'll try to reproduce a few. If the thread gets long enough, I'll consider combining all of the issues into a single list in the main post. For the moment, I think its fine as is.
Update - Accurate as of post #69 03.07.2006 - Added up to post #69. Checked off items fixed in 1.01X.110. 03.02.2006 - Updated based on comments, fixed a few formatting errors. 03.01.2006 - Updated the list based on new comments, reorganized and cleaned it up a bit. 02.24.2006 - List updated based on 1.01D patch notes. Items that are fixed will now be crossed out. 02.24.2006 - I have compiled all of the bugs, annoyances, and suggestions listed on
Great work on the pre-downloading. I had installed Stardock Central last week. As soon as I got the email, I launched it, and was prompted to update. After the update, GalCiv2 showed up without any need to enter the temporary serial sent in the email. Download speeds were around 200-400k.
Great work on the pre-downloading. I had installed Stardock Central last week. As soon as I got the email, I launched it, and was prompted to update. After the update, GalCiv2 showed up without any need to enter the temporary serial sent in the email. Download speeds were around 200-400k.
I had the same problem in one of my games. One of the comps attacked me with over 100 corvettes, all precursor. The bothersome thing was that it didn't put these ships together into a fleet, it moved them all seperately. Waiting for the computer to move each of these ships one at a time is a little much. ~SDC~