Also, consider the original setting when you started the game for the density of planets. If you set it at "abundant" you will find plenty of planets, but if at "rare" you will spend a lot of your initial turns on Earth and Mars! (There are settings in between, too ...)
Shamgar
Wow. I put size "12" for the font on that post. That's the biggest 12 point font I've ever seen. Sorry, I didn't mean to shout.
Thanks for your great efforts to make a great product even better. I do not regret a penny of what I spent on GalCiv. For future revisions... for those of us who *do* chose to include tech trading, a mousover or something in the diplomacy window that gives the relative value of the techs being traded.
You can change them after colonizing, anytime and as many times as you like! Just select the planet, and click on the name in the panel at the bottom, and the window comes up for you. I also like changing the names, but sometimes I get so "into" the land rush that I don't take the time right away.
It would be nice to be able to start at the lower levels. The only way around the present situation is to have a great economy and plenty of bc's in the bank so you can purchase an advanced industrial improvement or two. Otherwise you can't really get anything but farms unless you want to wait forever.
Well, not entirely just you. I use the mouse scroll button to go back and forth a lot, but find the "icon level" (not entirely the way out, but enough to get the icons and see more territory) most helpful for strategy. Then I scroll in to see local action when appropriate. Also, when you don't scroll out, I often miss the anomolies.
It's also good to wait until the minor builds an economic capital or tech capital, and *then* invade them. That way you can get more than on "capital" of that type.
All of this, like any other aspect of the game, is supposed to require developing a sense of balance and priority, and pursuing goals with patience. That's part of what makes it a good strategy game. A player may decide not to make "economy" his #1 priority, but he dare not completely *ignore* economy. I have found the balance of the game just fine.
Yes! This would be very helpful. I don't want to be trading diamonds for donuts without realizing it.
I have also had problems with the rally points. The slider bar on the side of the window does not function, so only the first four points on the list may be accessed at all.
Yes, I think everyone else is playing, and of course it is difficult to break away from any given point. To make matters worse, when you go to quit now the robot gal taunts and tempts you by suggesting that it wouldn't hurt to play a few more turns... Anyway, the download went smoothly, good job. The game looks great. I can't believe how fast the loading and saving is compared to the beta. Great job!
The problem adjusting the increments on that trade slider have been mentioned by a number of us. It is frustrating having to click one increment at a timeto move up and down . *HOWEVER* I just discovered quite by accident that if you place the cursor on the slider, you can adjust the figures up and down smoothly and quickly with the scroll button.
That did it. Thanks!!!
I'm having the same problem. Could someone explain to me about the nvidia fix? Thanks!
Sure, good civilizations can wipe out bad ones. Remember the lines in the film "True Lies" ... when Arnold's wife finds out he is really a spy, she asks him in a plaintive voice "Have you *killed* people??!!" "Yes," he replies, "but they were all bad."
Yes, Merry Christmas to all!
Yes, it would be very helpful to have a screen in which the present status and available upgrades to each starbase could be seen all at once. As it is now, I often run a constructor over to the starbase to "see what I can get," which isn't the most efficient use of my resources.
I've got to agree. So far, the presence of so many minors so quickly in the game is pretty annoying. One time I had barely gotten my first couple of colony ships out, then I ran into a string of a half-dozen minor colony ships crossing my bow. On another game, three minors hemmed me in on every expandible side. It would be better if they appeared later in the game, and/or were not so expansionist.
I get around this by starting out with only the starbase in the planet queue. The original suggestion of a popup is not a bad idea, since not everyone wants the GNN reports each time.
Whenever I trade techs with an alien, I always check to see if I can get some credits in the bargain. It's handy to use the slider and see when the text turns from green to red, so I know how much I can get. However, the slider is so "sensitive" that it leaps in high increments (hundreds, usually ... I supposed depending upon how much the other trade partner has). For instance, in one instance a mere touch of the slider made it jump from zero to 230 or so, and the only way to get to a number inb
If, as suggested above, the blue spheres are the wormholes, then you would be able to make that choice. Even then, since I usually move on the "F5" screen, all anomolies look the same (the little "atom" symbol). I think it would be better if wormholes were clearly marked as such, since losing your survey ship for such a long time is a major loss early in the game.
When my survey ship explores an anomaly that promises to "add 2 defense points" to my ship, the ship still shows "0" for all three defenses. I don't know about the ones that give me attack points, I haven't happened to find one yet.
First you have to take out any enemy ships that are orbiting the planet, so bring some "gun ships" along with your transport for that. Once you have eliminated the enemy's orbital defenses, just "move' the transport onto the planet and your boys will hit the beach.
Very nice work, it's looking great. Here are a few things I ran into: Pressed the ' - key to "fiind your toughtest ship," and it brought me to an *alien* ship. When the GNN window comes up to tell me of the turn's accomplishments, and I press "go to planet," the GNN screen keeps popping up on top when I try to do something such as change the ship I am building. The only way to escape this is to press "done" on the GNN screen, even if there are other planets listed on it tha
A small, thing, but would seem to save a bunch of unnecessary mousing & clicking: When you launch a transport, the default troop load is half capacity (500). Now, I'm a guy, so for me a power tool has only two practical settings: "Off" and "full power." Likewise, it will be rare that I ever send out a transport with less than full capacity of 1,000. But now, each time you launch, you have to mouse on over to the window and click five times on the +100 or else grab the slider and pull it up.