Thanks for the help, I guess I'm just going to end up trying until things seem good. Come to think of it, there was a mention of a nerf to planet frequency around 1.03 and that guide was probably from before that.
Nuriko
Using the settings given in the "Fun in 5 turns!" thread, habitable planets seem surprisingly rare. I might explore 6-8 stars without finding a useful world. Should I maybe use different settings, and how do the settings REALLY work anyway? I read something about asteroids interfering with planets...
[quote who="Go4Celerity" reply="20" id="3668657"] Quoting DivineWrath, reply 16 -Why do colony ships fill option start at 2.5 instead of the full 3? GalCiv3GlobalDefs.xml line 828 " 2.5 " I don't like that it doesn't d
Conversely, it would be nice to be able to see in the diplomacy screen if you already have one of the alternate techs to what the other player can offer / is offering.
Friendly isn't enough, I believe you need to be Close.
There, that's changed ... I think.
Thank you, and I think I'll do something about my handle here ... I finally took a look, and saw that it seems to be possible to change your user name.
At least, with the pop growth stopped by PQ, it's going to be easy enough to choose a morale level and just ship in the pop for that...
You haven't done any exploring, and it looks like you zoomed WAY out ... put the mouse over the map and play with the wheel, see what happens.
So, is the 1/99 allocation for all-out social if you have something to build, while allowing for planets without anything to build ships as efficiently as possible given that condition?
As a matter of fact, a 300% bonus tile gives 400% production ... but each bonus applies to only whatever is in that square. Building a factory in a 300% tile is effectively like getting 4 factories for the price, upkeep, and tile usage of one...
One MMORPG, Final Fantasy XI, was explicitly designed to be incapable of ALT-TAB ... it would toss you out of the game if you took focus away from the game. It would also do so if, say, your FIREWALL popped up a window ... this was all in the name of preventing hacks. Of course, the most widespread hack-but-not-really ended up being a windower...
I was playing a game the other night, GalCiv2: Dread Lords, v1.5 (VERY recently updated, a matter of days) and one of my planets ended up with less food than it should have had: I have a save game at this point available if you'd like i
The glitch happened yesterday (now that it's after midnight, I could have said today about 15 minutes ago...)
The latest update for it ... I lost track of the game for some odd reason, just thought to play it, so I updated it days ago. It reads as v1.5 on the main menu.
I can't post a screenshot of the drop itself ... but I can probably manage one of the planet as it is (8 mt of food, but summary says 12, and with the farm it SHOULD be 12).
Actually, I think that planet is bugged ... 4 mt of food is just vanishing! I upgraded the farm to the 6 mt type, and ended up with 8 mt (12 mt reported by summary). I then demolished the farm, hoping to reset it, and I'm down to 2 mt of food! I think I'm going to have to buy that improvement back in a hurry!
Odd, I just built a farm and it didn't seem to do anything ... 6 mt of food before, 6 after. I'd have to say that's pretty useless...
Oops, a pair of CTDs ... they happened upon destroying the last (and only, actually ... it was a tiny rare) planet of a civ without destroying their last starbase first. Actually, they happened upon trying to go to the next turn after blowing up the planet. The problem went away when the bases died first, but still ... the game must choke when somebody has bases without planets.
[quote]feature request - a scroll bar in the tech tree screen for people who play without wheelmice[/quote] Please! Also, I have a save with a pair of freighters that are stuck at the ends of their runs and not generating any income ... though it says they are if you click on them.
[quote]since installing version 1.2, i get a large object desktop icon appaering during startup, is there a reason for this?[/quote] THAT'S what I'm seeing ... it's been going by too fast for me to read it ... I could just get "Object" something.
[quote]I am also interested in tips about using starbases. I build the "trading post" modules in starbases on sectors with trade lines, but it's really hard to see where the trade lines are in the 'gigantic' map. Is there a way to tell quickly if a sector has a trade route going through it without squinting at the 'trade route' map? Best I can think of is '14 sectors from the left, 12 from the top', etc.Also, is there a way to see how much a starbase costs in maintenance? Sometimes when I need t
Chris, from Toronto, Canada ... now back to my first Gigantic/Rare...
Restricted? In a recent game, I'm sure I noticed a minor expand into an adjacent sector...
I have a tiny game going now, but it's only painful ... something like: speed +1 pop growth +30% morale+10% research+10% (could use rethinking) and industrialist. Lucky me, I ended up next to two minors! Their planets were so nice, I invaded them ... AFTER trading everything to them. Didn't help them any.