There are so many more plausible reasons for how the AI knew to go there; They saw it before you managed to setup your border, They have better scanners than you think... maybe the noticed you killing all their scouts and figured there must be something good there. Honestly, I don't know.. I didn't write the thing... Sure, but the test made specifica
Peace Phoenix
Secondly, it is highly unlikely that changing the visibility for the user is going to make any difference at all to the visibility of the AI, especially if that change is "make it work" Are you telling us that if you remove the FOW for you through cheat code, it won't be removed for the AI? Sure, I can understand for debugging puprose, that if the F
no one has any other ideas? Have you tried to download smartException and launch it before GC 2? The generated log file might help the devs to see where the problem is. BTW, I assume that you have posted your whole debug.err file.
heading RIGHT FOR the single habitable planet in my area that NO scout EVER got close enough to see on minor thing: how are you sure it is heading right to the planet and not toward the star?
Okay, so I tested it. Here's a summary. Look like a valid test. You may want to send the zipped savegame to [email protected], with the above commentary. Have you frequent savegames? reloading previous savegame wit hcheat code enable may be useful to spot when the Arceans decided to launch the colony ship, and if its destination have ch
I'd also like an option for closed borders You won't have it as there isn't borders in GalCiv II, only influence areas.
Is there any other method of returning them to thier original status? I am not very knowlegable about computers, and I do not know how to use the way sugested. Well, have you tried to look into the MyDocuments directory? (it is the place where all your documents are genearlly stored). There should be shortcut on your desktop or on item in the "Start
is the combat engine replacable? No, since it is hardcoded in the exe.
But here the details. Athlon 64 3200+ 1GB DDR RAM 400Mhz Ati Radeon X800 PCI-Express (Catalyst 6.2) Creative Audigy 2 Windows XP SP2 (always up to date) Well, you should look at the debug.err file in the Galciv 2 directory. It has lots of information about your configuration, like the date of the drivers you are using.
Yeah...this is a known issue that was pointed out during the beta and gamma test process Yes. And a very annoying one if you want to play the "Battle of Gods" scenario
The AI WILL NOT trade military techs with me Well, I think that it wont exchange some keys techs if you don't have them: why would it exchange some military tech if you haven't started to research them? What military tech did you already have?
sdc kept asking for my totalgaming serail number Well, aren't you supposed to have a GC2 serial number too?
I don't remember having that kind of problem with galciv1 I think that activation code was put in 2005 in SDC. I guess it is linked with totalgaming.net and some piracy protection requirements to protect TGN titles.
The tech trade enabled at Alliances- that might solve some of the problem There is only one BIG problem: each race must know the alliance tech first unless I am mistaken But you won't be able to exchange tech for cash at lower level. And be aware tha
Now you are being rediculous Nice. I was just pointing possible comparaisons problems between someone who experiences an omniscient AI with no cheat code and someone who experience a non omniscient AI with the FOW revealed for the player <TD class
Here is an EASY test that anyone can perform. a) Run galciv2.exe with the command line paramter "cheat". There are a few ways of doing this, c) Press Ctrl-U. (effectively lift fog of war) Now you can see where ALL
For the record: I want my games to be playable 10 years from now (I still play MOM or MOO or MOO2 on occasion). I do not wish to rely on the existence of SD or SD Central then. It will reinstall, you need to aquire a spec
And what is exactly your problem? Diplomacy screen is a very important screen BTW, you may want to speak to all AI regularly to see if they haven't any nice tech for you
I could be wrong, but you could have a flaw with your experimentation. What are the sensors range of the AI ships? Don't forget that sometimes, they can see you when you can't see them <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 cla
In the ship designer, a button that temporarily turns off the hardpoint colors Isn't this feature already here, or did I miss something? It is one iof the edge button I think.
could really use a list of all planets i have discovered that are still uninhabited so that i could send a colony ship to, like it was in MOO2, show planets by size and in range. It is already here: the F1 or F2 key shows the list of your planets. But there is a tab for the unowned planets. And you can sort them.
BTW, here https://www.galciv.wikicities.com/wiki/Gameplay_Questions there is a nice article on how morale is calculated.
That said, I just posted in another msg that there is a terminal bug in this when saving and reloading-- the AI seems to get a free turn or something-- and they will have completed their inter-AI tech trading after I reload. VERY annoying. Well, I won't call it a bug since this behavior was already in GC 1 and was made to prevent savegame/reload gam
Any ideas on how to find out, besides scouring the tech tree in search of the same text? I remember seeing a post telling that this should be available soon in a patch.
Well, it was the case in GC 1 but it is no longer the case in GC2. BTW, why would you have multiple prerequisites?