I did not have the Mods Folders either after saving with Stardock Central and install again. I don't know if the Mods should come with the saved game, but the folders definitely should. There is another glitch with the Stardock Central. I removed the Intro and Strategy First movies as recommended from Brad for slow machines. Stardock Central could not unpack GC until I manually added files with the right name and path to the ZIP-File. This cost a lot of time since it is not an
Walldorf2000
[quote]#139 by Citizen Ozar - 11/23/2004 8:01:22 PM PLEASE let there be an On/Off switch for waypoints[/quote] What I really would like to see is movable rally points. This would be a great improvement! This would make a lot of micro management obsolete. Just move your waypoint and all assigned ships automitically redirect themselves to the new target :CONGRAT: :CONGRAT: :CONGRAT:
[quote]communication theory -> universal translator -> nano electronics -> stellar cartography[/quote] And you can always sell it to the AI because they never build it :-)
For a fan made mod RTFM is o.k. But I really hope that we don't have the same numbering issues in GC2 mods. ;p I have the same problem with the module "Diplomatic Outposts". I reduced the size and removed the fee but it did not help. I compared it with other modules and it looks quite fine. It takes a long time to test it because you have to start a new game and you have to research a lot until you get to the point where you can build it. I guess I will use the cheating abili
It's known that the AI gets some starting advantages when you choose higher than "Intelligent", i.e. "Genius" and "Incredible". Furthermore when you use mods, the AI can use the new parties, ships etc. as well. Thus there can be quite hight starting values for some abilities. Additionally the AI has some smarter attack strategies etc. It's still no match for a human player but when you compare it to other games it's simply great. It was asked to get two separate option
Hi Ozar, when you have money and the technology you can build very very fast. Sometimes I'm in this lucky position by myself. Even Excaliburs can be build in two or three turns. When a new minor appears I sell them my trade goods for all their influence and money (adjust the number of month that it fits for the planned arrival of your transport request :-) Basically I had never any trouble with minors. They are just an extra planet and some money :CONGRAT: O
[quote]#119 by Veteran Captain Bizarre - 10/23/2004 4:57:51 AM 4. Then, re-organize the tech tree so that all tech ID numbers begin with the number of their tech category. The bother of re-ordering the tech numbers for Mods is a short-lived pain, and it would make Mod management so much easier. For example, [TECH 1000 MedicalTheory], [TECH 3001 DefenceTheory], [TECH 3002 WeaponsTheory]. [/quote] I think we should get rid of these pesky numbers at all. Stardock could use a r
[quote]#11 by Citizen RaptorRed - 10/21/2004 10:54:50 PM Is it worth colonizing planets with PQ14? Is it better later in the game? [/quote] They are worth to colonize. But it is a investment, i.e. must not be done when you are short with money. Furthermore you need to make it in a social project building rush because you pay this 5BC extra fee until you reached 15. Later in the game you might have this terraforming wonder. With this you can colonize even a PQ 12 p
[quote]The number of turnes left for a research project is off, I have had research not complete, even though the research page showed that it should complete next turn, and research complete when it said 3 turns.[/quote] Yes this is a long known bug. The system uses a wrong number for the bonus research to calculate the research turns. It uses the value of the last turn instead of the current turn. But for research itself it uses the correct numbers. This has awkward effects.
[quote]#82 by Citizen ForesterGC - 4/8/2004 5:29:29 AM Speend all your appropriations or they are cut back.[/quote] That's what we ask for. When you don't spend your money the government does save it. [quote]And like real life what you buy could be useless/worthless.[/quote] You are off topic. What do you want to tell us?
[quote]#79 by Veteran Star Pilot I think individual planet sliders go against the spirit of minimal management of the GC game.[/quote] That's true. [quote]... It's about beating the computer faster.[/quote] I disagree here. When the AI would learn not to build eveything on every planet it could be much harder in the end game. :HOT: Currently the AI wastes a lot of money. And yes it is not about realism it is about fun in the end game. I like long lasting epic gam
[quote]#75 by Citizen Peace Phoenix ... to have 2 special improvements. One will allows to redirect, on a planet, social spending to military spending. It could be named "navy funding". The other will redirect social spending to research spending. It could be named "research funding". The redirection will work when the special improvement is in construction. And since it will redirect social spending, it will never be finished. If this special improvements could be placed at the e
Yes, navigation is broken for some month already. e.g. when I click on "Next" or "2" on the start page it navigates to http://www.galciv.com/library.asp?wp=2&Sort=&searchtext=&LibID=1&Order= which shows the second "Ships" page. The problem is the "&LibID=1" it should be "&LibID=0". Can anybody fix that?
Paguma, do you know which government type the other rathes have?
[quote]#4 by Citizen DeepT - 3/18/2004 2:33:15 PM For example it can be set to 100% yet I still can make 900bc per turn with no way to add that into exisiting economy. Also is there a way to focus spening on a few planets instead of having it spread out?[/quote] It's really a pain to build up new planets in the middle of a game or later. I hope that Stardock will do something about the "waist all the money" problem. There is a limited possibility to increas spending wh
Does Stardock Central use the archive bit? I created a zip file from the folder to copy it to my game computer (I don't play on this one). Can this confuse Stardock Central? [Message Edited]
Stardock Central is currently updating my system from 10.0.013 to 10.0.015. It is already running for a very long time and loads lots of stuff. Is there so many new or is is a Stardock Central bug? As far I can tell it downloads every single file again :SURPRISED:
Does anybody have information what's in there? The history file is still on 1.20.086. Will it be compatible with saved games?
[quote]#6 by Citizen Strek Rather than reducing the micro-management, for me the current system increases it as I check every go to make sure that unwanted buildings don't get finished but are left one month from completion.[/quote] It would be better to leave the queue empty instead. :SURPRISED: But you are right. It is a lot of micro management to build up underdeveloped planets. I buy the cheap PQ improvements and the manufacturing improvements. But actually this gives me
You have to balance morale, economy and maintanance. First spend 100% military at 100% spending until you got all those colony ships and scouts you need. Leasing is very expensive and should not be used very often (only when you really need this two month advantage in a race for a planet). Then research Medical Theory and Basic Environment Control to get Habitat Improvement. When finished switch to 100% social and build soil enh. and habitat on all planets. All govenor queues
[quote]I stick by my first statement, these changes have basically made this form of attack non viable.[/quote] I don't have AP yet, but I never had problems to make culture flip with only one culture star base per sector in GC. Try to get these culture trade goods and wonders. When the only change in AP is that culture star base effects do add instead of multiply it should not be such a big issue. It does not make sence that I can win every game simply by building
Hi Vroomfondel, welcome on board. I don't think that anyone gets annoyed when you post in an old threat. Generally all people are very kind here. Sometimes it heats up a bit but no heat no fun :D This issue was discussed for a long time now and CariElf told us that they do not plan to change it for GC (:( but they consider a change for GC2. :D In the original GC for OS/2 you do not spend money when you do not build anything. Some people complained that this is not
[quote]bug: you can park a constructor on top of a resource without building a starbase, cheap and easy way to deny resources to the AI.[/quote] I love this one. It's very useful :D
Hi Bam Bam, I want to thank you and Sirian for the succession games. It's fun to read them. Just one suggestion: You can use the time zone differences to speed up the schedule. When you create the roster, alternate the time zones when possible. Hopefully I can join one of your next succession games.
Hi J.T.Qwerk, I apologize if I did not find the right words. Stardock does a great job and I love the game. I know how hard it is to program an AI and I agree that Brad does it very well. And I don't mind when someone uses culture bombing or alpha strikes. I even do it sometimes by myself :) I don't mind to beat the computer, too. In fact I would hate it to loose ;p The problems is that it should be avoided that you are doomed to these tactics when you want to submi