Hey there, Great software and I love everything about it except what happens when I tap the windows key and start typing. The search is, well calling it unusable would be rude but it's definitely not good and I'd go so far as to label it "borderline functional." Let me give you some context to back my complaint: I'm running all of this on a fast SSD, I'm also running an 8GB block level ram cache in front of that so at the very least after the first walk through the search path
teknophile
Kind of funny that you can just unplug your ide optical drives and then use any emulator to mount and play starforce disks I went out and bought a copy of GalCiv II after reading about the StarForce hijinx, how about that StarForce? I don't have any time to play but I loved GalCiv 1 and I like what I've seen during the development of GalCiv II ..
I've had the single system & single planet pq boosts before - I've never had the two-sector pq boost centered on one of my systems though. I got lucky once when the arceans got the two sector boost, they were too weak to colonize and it just so happened that I had about 15 systems including Sol within two sectors of the triggering planet :-) [Message Edited]
I've had great success recently with the populists (+20morale/+20diplo) and the following picks: +50% diplo +10% influence +10% pop growth +10% morale +5% pq I've also used +1 speed in the past, that's a very nice pick to have early game. I almost always play with +50% diplomacy though, otherwise no one wants to trade anything. To keep your economy increasing late game it helps to have the +5%pq pick and to get to the terraformer first, This is usually
I'm having weird sound issues with the AP beta - no trouble with regular galciv 1.20.086 - The music for the new races is garbled, it just sounds like static - I switched on background loading as recommended and now there is no music at all for the new races :-P everything else works fine so I haven't poked at it since. Is it possible that the new music is encoded differently than the older music?
feature request: a pop-up or box to manually type in the number of colonists to load on a colony ship. Think about what happens when you try to launch 200m from a system containing 90b people: if you don't use a wheelmouse you have to set the slider to 0 then click the right arrow 200 times (ouch!).
by the way, that +5% PQ is the difference between taking a late-game pq11 to pq16 or pq17 (assuming soil/hab/terraform +terraformer) 11 * 1.5 = 1.65 == pq16 11 * 1.55 = 1.705 == pq17
I don't know what to say about the late game minor races, I've been exploiting them when they do pop up: just feed them every single trade good you've got in exchange for their entire bank balance over 25 turns then ship a transport their way - by the time you arrive they're so bankrupt they won't ever be able to build anything to defend themselves. No need to even use a combat transport, just rush a regular old transport on your closest world (likely there's a friendly pq14 within a couple of s
Culture bombing isn't that badly crippled by the new influence changes, in fact I think I like them. The only time I've actually noticed a halt in my cultural onslaught is during a push into a heavily populated sector, ie: one with two or more high pop 22+ planets. In prior versions I've been able to park two or three party palaces in an adjacent sector and bomb my way into *any* alien culture. This used to bother me, it's not really sensible that my 3 party palaces can overpo
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. I have some funny screenshots of one parked constructor surrounded by about ~20 AI constructors.
feature request: show the amount of trade you're doing with a minor on their status screen under diplo->'minor races'->'race foo'. Better still would be a unified trade screen that shows the amount of trade you're doing with all races (including minors), the number of trade routes per race and an option to show a detailed popup for each race. Culture bombing would be oh-so-nice if I knew who my income was coming from :-) [Message Edited]
Hitting the leave button on the diplomacy screen doesn't close any child windows that you have open, so if you're in the middle of fomenting war and you close the window you get interesting results.
Has anyone had success running under wine? I've tried to set everything up on my linux box but get a "mode not found" crash when the game tries to switch to the fixed resolution
I'm not 100% sure the conquered minor w/ active trade routes bug is limited solely to minors, now that I think about it I've seen this behaviour on conquered major systems too. feature request - a scroll bar in the tech tree screen for people who play without wheelmice
UI Gripe: the drath are too close in colour to the drengin, I can't tell them apart on the rankings graphs - this makes it tough when you're trying to bribe wars... maybe make the drath colour a lighter orange or a brown?
BTW - selection is similarly broken in AP 1.49
ctrl-clicking to select a group of ships is still kinda broken, there's no way to un-select the group once you've selected them. clicking another ship doesn't select it but rather leaves the current group selection as your focus. the only way to clear the focus is to left-click a planet.
Feature request: add scroll bars to the tech screen, I borrowed a wheel mouse to scroll quickly and it's a world of difference :-P not everyone is using wheel mice (or support depressed 3rd button quick up/down scrolling ala firebird)
Feature request: add wonders & trade goods built to "current events" on the diplo->report page - I'm finding it increasingly hard to remember who built what with so many players running around. Remembering that something was built so I don't rush-tech to it late game is key :-)
Before I upgraded to 1.49 I noticed a related bug when taking over a minor who has active trade - the minor planet started producing mini frieghters that were the same shape as mine but missing their skin (a 100% bright red fill, probably with the racial colour) and clicking on the mini frieghter caused a CTD.
I must have made a mistake somewhere or I had an anomalous game because the pick worked fine again just before I upgraded to AP. I *swear* I was using the +PQ pick in a particular game but colonizing the 26 in my starting sector didn't do squat for it's quality. Oh well :) probably an oops on my part. I just played an all genius AP game w/o +5pq and during the culture bomb at the end I was wishing I had it :p
The PQ bug I reported isn't a bug, either I had an anomalous game or I made some error - the +PQ pick works just fine in .086
I'm fairly certain there's a bug re: the bonus PQ pick in 1.20.086. At the moment none of my planets jump when I colonize them, I wouldn't use the pick until the next patch comes out. I lucked into a starting pq26 yesterday and I happened to chose the +5% PQ pick so I expected the planet to jump to 27 - but it didn't and neither did any of my other planets. C'est la vie. [Message Edited]
I had a funny problem with a few other games a while back - It turned out to be stale sound drivers from a card that I had owned about a year before. Check device manager in safemode to make sure you don't have any old sound drivers still installed. The culprit in my case was an aureal vortex 2 based card.
In 1.20 you can say "no" on the starbase construction prompt and then park/guard your constructor on top of the resource - this is useful mid/late game when the AI is destroying enemy starbases left and right and you don't neccessarily want/can't afford the extra logistics.