Hello, After years of using multiplicity with no issue, recently it no longer is able to connect to my laptop as the secondary. It seems to be complaining about the firewall but all settings are unchanged and it still shows as an allowed app. Can anyone provide some guidance on how to troubleshoot this better and get it working again? Thank you.
Sloejack
I run a duel display for my laptop with both displays set to 1024x768 (hardware limits). I would think that by running galciv in windowed mode I would be able to move the galciv game to either display and use the other display for other stuff. The issue is that it seems that galciv takes the whole primary display at 1024x768 and can not be moved. I could move the intro movie and the game start movies to the other screen since they appear to window properly, but the galciv game itself does not
Can an event affect multiple abilities or bonuses? What I've got in mind is something like a Paradise planetary event where if you choose to keep it a 'paradise' the PQ jumps but production goes down to preserve the natural beauty, but if you choose to make it more productive production goes up from all the natural resources harvested, but PQ goes down a bit.
So I'm working on some new events and such and was reading through the English.str file, I noticed that there are a number of 'abilities' that don't have any descriptions, can anyone shed some light on what these abilities do? I noticed one of the abilities is crime. I'm thinking it would be interesting if your crime rate went up or down depending on an event... of course that also depends on what crime impacts in the game. I've noticed in at least one event/anomoly/project something bumps you
[quote]We need more ship mods darnit! Wait.. we need ANY ship mods![/quote] Doing the ship mods wouldn't be too difficult but there's a couple of issues to overcome. There are 25 ship types for GC. In all of the SW movies to date, I don't think there are more than 9 or 10 ships for even the most fleshed out group which would be from the last 3 movies where it was basicly the rebels vs. the empire. If you look at Episodes I and II, then it gets trickier because instead of having two
For what it is worth, you can also just drop mp3s into the playlist folder without having to mess with a playlist.
You can't turn it off, but you can stunt your cultural expansion by limiting the # of influce increasing social items, or in cases where it's too late, ending those social programs on planets that have a huge influence in a sector you're you're trying not to have the opponents planets flip.
I've seen this happen a couple of times when I was playing with downloaded and self created mods. Generally, removing the mod resolved the issue.
You keep the bonus (so do they if you get one from them). However, only the original builder of the trade good can trade it to other civilizations. So if you get one from the AI, you are not able to trade it to another civ and vice versa.
Ok, I'm a bit guilty here, I've been poking around and moding things with GC for a couple of weeks now and in some cases (most) I didn't create an 'original' file to revert back to after seeing what different things did. Is there an easy way to recover GC back to default files without doing a reinstall?
Neutral may be let them keep the fragments (+5% morale) Evil ... sure mind control (+5% influence) Good on the other hand should be round up and study them (+5% research to current tech), you don't want your citizens dependant on strange substances for happiness since you're not sure what other side effects may be caused by it. And of course this would be another good scenario for leading into linked events so that your good, neutral, or evil decisions actually have some lo
After reading a hundered or so messages in this thread the recurring theme of events needing to give bonuses to good (and sometimes neutral) instead of just negatives seems just wrong. If choosing good gave bonuses too, then you'd never really be anything but chaotic neutral (you'd choose the best ones and over time probably just balance out choosing both good and evil). I don't have any proof that this is the way the game works now (since I've only played a few games where I was good and prob
I play both MoO3 and GalCiv, one of the features I like about MoO is that you can set up some planets for people to migrate to. This would be a nice addition. Maybe it's just me, but I'd also like to governor interface to improve. I'd be happy with a Military, Social, Military/Social, and Social/Military governor that built things with those preferences instead of having to create build lists for my governors since you have to go modify that every time you build a new technology. Of
Umm, I'm curious how you got the 1.04 beta. I've toggled the switch in stardock to present me with the option to DL betas but I don't see it as an available download. I'd like to also test out this upcoming release so any pointers in the right direction would be appriciated.
I've been playing GalCiv for about a week now in nearly every non-working/sleeping hour and I'd have to say that I've either got the worst luck or that the game doesn't stand up to any of the 4x strategies of games that have come before. If you try to build up your home world and branch out from a good foundation you look around to find that the computer has taken all of the habital planets. Peaceful expation appears to be out and by the time you research transports to try military exp