+ When running in full screen mode (Release build), the mouse will be clipped to the game window to prevent accidentally clicking outside of the window. You can still use ALT+TAB to activate other windows. >> Can we make this an option? I like being able to scroll th mouse off the GC2 window o
Veinless
Can we make this an option? I like being able to scroll th mouse off the GC2 window onto my mail/web/chat window without needing to alt-tab. I use drag scrolling any way so I would prefer this be an option rather than manditory. Thanks!
Suggestion: On the colony manager screen, the one which lists all of your colonies, where colony population is shown, also show the potential max population based on current food production. That is, I know a planet is at 10 billion people. I can see the approval is at 90%. I cannot see if the planet is at max pop now, meaning I can plunk down another farm without approval dropping through the floor. If there is no room for a max population field (there should be), then
Query regarding: " You now have the option to simply select N players and have it pick them out. The randomize intelligence lets you pick a overall difficulty and the game will randomize up the intelligence to fit that so that some civs are smarter than others. " Does this only randomize the intelligence (that is, the AI routines available), or does it also randomize the bonus/penalty to economy that you get with the different
Ja, but an undo button would be quicker.
Quick request - can we have an "Undo" button in the ship builder? I hate it when I misplace a piece of bling.
A big Thank You to Frogboy for always keeping an open mind, for not taking constructive criticism personally, and for inviting dialog on game mechanics. I applaud the current move regarding social and military production. I think it is a step in the right direction. Was the previous way "wrong"? No, but nothing exists that cannot be improved. I look forward to the future delinking of industry and research. These is no reason that research cannot be independant of indust
I like the excess soc prod = influence idea. It makes me feel like I am subsidizing my culture's chief exports in order to undercut the competition and therefore spread the influence of my evil^H^H^H^Hbenevolent empire. However (much like many of my suggestions) this may drastically change the game mechanics.
1) No dramatic shifts in net revenue that aren't user controlled. That's why we have the social spending as-is. To prevent a scenaroi where smeone ends up going from +3000 per turn to -2000 per turn because they traded some tech with an AI. 2) No increase in micro management. 3) Does not involve totally redoing the economic system. </
Grand redesign: Production of hammers, shields, flasks is based on population and modifiers. 1 billion population = X "production units", at a cost of X BC. Labs and Factories serve as modifiers. Each lab or factory gives you an extra Y% towards research or social/military. Overall production formula: Production (Z) = Population (X) * (1 + Y) The only cost is for X, as well as the maintenance cost of labs/factories. There is no co
Agreed. The button in the Starport for "Back To Planet" cancels your new build selection. I want it keep my new build selection and go back to the colony view. If I wanted to cancel out of there, I would hit Escape, or press a missing cancel button. Frustrating. Next step for Star Dock: hire someone with training in designing user-friendly UI.
Thanks Coplann!
I may be setup under two accounts as well: veinless@ and umblazewi@ would have been the two for me.
The other aspect to this is - where does the heat come from? Answer: electricity. If you are pushing your GFX card hard enough to get it to 85C, you are pushing the limits of both the card and the PSU. I am thinking that some PSUs just cannot handle the load on a continuous basis.
Only problem was with the game not launching, but I changed the prefs.ini to match my desktop (1280x960) and all is well. An added note: Running an Nvidia 6150 IGP and it runs GREAT. I have it set at 2X AA and it seems super smooth. at 4X I get some frame rate loss. Have not tried 3X. My only complaints are UI improvements (that I posted on the ideas board) and the fact that social production, even if unused, still costs money. Grr. (Oh, and that I can't max
Suggestion: On they planet screen when queuing up social projects, allow they player to double-click on the queued project's square to remove the project from queue. I hate hunting for the X.
Yes, tell me more about your Jedi Republic.
Same issue here - download pre-order. I tried both the serial # listed under GalCiv2 in the SDC, and the serial # that SDC e-mails me.
Ha! Nice. (Northern Michigan is almost like south Canuckistan)
\Program Files\Stardock\TotalGaming\GalCiv2\Gfx\Tutorials
Just wanted to bump this post in the hopes that one of the busy Stardock staff can chime in with an update regarding the wasted social production. *fingers-crossed*
Im using opera 8.5 and there are plenty of issues with it. For one, the "recent posts" left on the page are all askew to the left. And on the forum it keeps redownloading the images, getting exponentially annoying though I have the exact same issue with Opera 8.51. ANNOYING. GRRR. SMASH.
Sorry, I meant to say that proposal two helps to eliminate micromanagement, as the current situation means you must watch production on every planet to make sure that you are not wasting money on non-existant social projects. I don't mind that sliders are on an empire level. I do mind that I cannot maximize both my manufacturing and research. Now if only we could get Froggy to chime in....
I think this could be improved. Proposal one: Three sliders: Slider 1: Level of funding for research 0-100%. This is an empire-wide setting. You want all of your research generating facilities to output 0-100% of their research capacity. Slider 2: Level of funding for manufacturing 0-100%. This is an empire-wide setting. You want all of your production generating facilities to output 0-100% of their capacity. Slider 3: Military/Social producti