We are the Borg. Lower your shields and power down your weapons. We will add your biological and technological distinctiveness to our own. Resistance is futile. You will be assimilated.
defimus
Awesome announcement! javascript:editor_insertHTML('PageTheme__Right__ctl0__ucCommentForm_comments_txtBody',' ')
I've seen the "white ships" problem as well, however only within the shipyard editor. It seems that sometimes the colors do not get applied to the ship. My ships typically have a yellow / black color scheme. I'm using the latest official drivers. Screenshot included: Uncolored ship http://def.qwplayers.org/galciv2/bug3.png
This tactic can be used in the late game stages where profit margins of +1000bc per turn are not unheard of to upgrade your aging fleets in a single turn to state of the art fleets, and recover from deficit in two turns or less. Definitely an exploit that needs to be remedied soon.
Set language settings inside Microsoft Windows to English.
Update your game to the latest version either through the website or stardock central. Consequently, in the Video Options checkmark FPS Throttling. That should fix your problems with crashing.
Yes, I too have seen minor races construct Influence starbases. This is very illogical as they have no sphere of influence. Seems to me like the AI code for the minor civ's needs a tiny touchup here. This thread needs dev's attention!
This seems to me like an exploit. This thread needs dev's attention!
I agree, there is no reason that ship components could not be mounted with first click, then click drag to rotate around the hardpoint axis.
I've small hull fleets with excess of 600hp during the course of a normal galaxy game. Some sort of limit on the maximum HPs that can be attained via experience needs to be planked down.
The physical 3D size of the components is purely cosmetic. You can adjust the size of the component you are placing down with the slider in the main window, making it as small or large as you like. This way you can design your ships appearance to your liking. The core ships are not very useful, and are pretty much placeholders. Always design your own ships to tailor your needs at your present time to offset your adversaries.
If you don't like the AI Surrendering make use of Blitzkreig warfare. Instead of capturing his planets one by one and slowly weakening the AI civilization to the point of surrender, prepare a massive invasion force. You will first need total "space" superiority and position transports within range of all his planets, and then simply capture all of his planets in a single turn, giving the AI no time to surrender. I tend to utilize this strategy, at least for the high quality worlds that I want
1.0X resolved all of my crashing problems.
This is great. Starforce just dug their own grave, meanwhile boosting Stardock's GalCivII sales through the roof as literally every tech / gaming news site on the internet is now carrying this story.
This bug occurs, because when you click from fleet to fleet or ship to ship, the first ship or fleet does not get deselected for some reason, and when you issue move orders to your second selected fleet, both fleets recieve the move orders.
Umm.... Notice that this thread was started when 1.0X.10 was already out, so clearly it will make its way into a future patch.
This needs some dev's attention.
Always welcome
I have this bug as well, it happens in every single game I've played. Also related to this bug could be another one, where AI civilization's traderoute freighters are in the wrong position. For example, you see them two sqaures away from the home planet, you try attack the square they are on, but your ship instead moves onto the square and shares it, instead of combat taking place, but then if you order your ship to attack the adjacent squared next to the planet, that the trade rou
Exactly. After one my fleets farmed that 30+ ship unfleeted stack, it was powerful enough to roll through everything they had to throw at me and more. Eventually I eliminated all of their 150+ ships over the course of the next 10-15 turns with that single massive experience fleet of mine.
One thing that I commonly notice in my games, is AI civilizations stacking a single square with 1 fleet (with their maximum logistics capability), and also on that square, placing about 15-25 more ships that are not in a fleet. This is a serious problem in combat, because when my fleet does combat with their fleet, and defeats it, all of their remaining ships are cannon fodder in my consequent "moves", as I pick off everyone of those ships individual
It looks like the bug has been fixed it in the 1.0X.10 release patch on March 6th, 2006 (at least according to the changelog). It was however definitely not fixed in the 1.0X.009 release on March 3rd, 2006.
Install the Collectors Edition bonus pack executable after you install the latest patch. That's what I did.
Curttasker: Please add this very annoying bug to your list: https://forums.galciv2.com/?ForumID=274&AID=105147
You should purchase professional grade forum software, something along the lines of Invision Power Board. It helps get alot of the useless cpu utilization and databases queries down to a minimum, especially when compared to PHPBB and whatever this forum is running.