Even if you ordered the CD, the serial number provided allows you to still download the game at any time (as well as the updates). Thus you don't have to worry about breaking the CD and losing the game.
Moser_Alchemist
Hmmm...I thought about something similar to this but the difference is that I want only to save hull designs, with added eye candy and none of the working modules, to the hull lists for the various races.
Merry Christmas everyone. Have a safe and enjoyable holiday weekend.
I can't remember seeing mention of the following bug: If you take a fleet into combat, win the battle, and at least 1 of the ships levels up gaining a hit point to the max. HPs, all of the fleet's movement points regenerate. Thus it is possible, and I've done it, to engage in more battles than you had original movement points for and sweep across an entire front as long as each enemy ship/fleet is no more than your max movement points apart in distance and at least 1 ship gains a HP
Some of the keyboard shortcuts listed in the draft manual don't reflect the actual keyboard shortcuts in the game. The in-game list: F1: default map view F2: Angled view F3: Near Level View F4: Top Down View F5: Strategic View Other Fkeys: no shortcuts 1: Ship list 2: Planet list 3: Research Screen 4: Domestic policy 5: Foreign policy 6: Civilization Manager 7: Shipyard 8: Ship Design It
I believe that I read in this forum somewhere that toggling the victory conditions on/off will not be implemented until a later build.
Just a few minor edits needed so far: p6: under "The Campaign" section; ...that unveils the story... instead of ...that enveils the story... enveils isn't really a proper English word. p10: a space is needed between entries for Courage and Creativity P11: a space is needed between entries for Research and Sensors; and also between Sensors and Social Production. Otherwise its really shaping up nicely. Great job guys. <img src="smiles/BigSmile.gif
We need more Xenobiology Techs for making Space Sharks!
I like my "super scanner" ships but I suppose there will have to be a sensor module limit imposed beyond size and cost for game balance purposes.
The only thing so far that sticks out is that the Starbase Fortification branch of the tech tree was only partially fixed. Fortification is now correctly spelled but there are still two IVs and only the first tech is correctly identified as Starbase Fortification and the rest are misidentified as Starship Fortification techs.
If you go to where you download the game and highlight GC2, look at the bottom of the page, find and click on History for this info and any other changes made. "+ Minimum requirements: Pentium II 600 MHz with a GeForce 3 level card (or ATI 7500) or better that has at least 64MB of video memory" This is the last reference I could find.
Beta Install issue: I was not given any choice as to where the beta download was installed. It is not acceptable for you to pick the place to put software on my computer. Please provide an install screen where people can decide where to put installs and updates. Thanks. This is NOT a beta install issue since this has nothing to do with t
From reply #143 1- Starbase Fortifation (should be fortification) it shows 2 starbase fortifation IV (I assume should be 1 IV and 1 V) Actually this isn't quite accurate: The branch of the tech tree reads: Starbase Fortifation ==>Starship Fortifation II==>Starship Fortifation III==>Starship Fortifation IV==>Starship Fortif
Perhaps we should look at a simpler method. Fewer constructors. That is, we dramatically raise the cost involved in creating a constructor so that there will be a LOT fewer of them? Or have better constructors, available later in the game, that can create more than one starbase module at a time or create a starbase with 1or more starbase
Well the PQ increase ability has to increase the number of usable tiles on colonized planets somehow or , as it has been already stated, PQ ability really is useless beyond your homeworld. An alternate idea would be to have a hidden class of tiles that normally is unsusable to any race unless they have the PQ ability. That way you could land on a PQ4 world and have a random chance of the special tile type appearing and thus could potentially have a PQ5 world right away in addition to the norm
Hmmm...How about dropping the PQ increase ability as it stands now and replace it with the ability to have the yellow (and maybe red tiles using more ability points) be automaticly upgraded to green and thus usable as soon as you colonize?
Hmmm...I also was limited to only 3 trade routes with a popup stating that I couldn't establish the 4th trade route. Are you sure you didn't research a tech, etc that increased limit?
The multimedia file is directly below GC2 in the games list of Stardock Central. You install it just like you installed the main game files.
I am new to this game(I have never heard of it untell PC gamer had it in there) I played MOO3 is GC a good game better than MOO3 I know that this game is in its testing stage? Hmmm..I'm not sure if you are refering to Galactic Civilizations (the original) or GC2 which is being tested here. GC1 and the AP expansion are much better than MOO3 and
Hmmm...I might be useful for someone to save a copy of their prefs.ini before they try this so they can send a copy of the both the before and after to Stardock so they can compare them.
Strange! It started working for me after the last upgrade and I never have played the Terrans so my prefs.ini would always have an alien race in it. But if it worked, it worked. It can't hurt to try.:/
I don't know what to say guys. I couldn't log in to metaverse with .008, but as soon as I upgraded to .009, I could log in with no problems. I never uninstalled a GC2 build yet. I've always just upgraded to new build. I've done nothing else at my end. It would be my guess that it has to be something at the other end that changed.
Excellent advise! I played a game with both versions and there were a number bugs in the first (0.77(b).008) that didn't seem to be in the second build (0.77(b).009).
Hmmm...I got this with the FIRST build last night but the SECOND build did not produce any "string not found" problems. We are talking about the very latest build right?
Seems the all-important metaverse logging code did NOT get into this build. So those of us having the problem are still stuck with no means of finding the cause.... Hmmm...after the latest build my login problems to the metaverse got resolved (although I can't say for sure whether it was just a coincidence). <img src="smiles/Hmm.gif" border=0