Pilum777

Pilum777

Joined Member # 1670123
9 Posts 18 Replies 5,580 Reputation

I encountered that bug in nearly every game in 1.2 but have not yet seen it in 1.3. Reaver: What if you turn off AntiAliasing and run the game in windowed mode (if you set the resolution of the game to the resolution of your de

20 Replies 11,703 Views

Useless on the trade screen: - I agree that Surrender is useless - trading influence points (AI values them far too high) - also AI values starbases and planets too high; it's almost impossible to buy them: once I tried to buy a new mining starbase from a very week civilization (new means no modules installed), I offered all my techs (30-40) much more advanced than anything that this civ had, also all my tradable goods and around 20000 credits still they didn't want to sell

49 Replies 30,690 Views

P.S. - The more brutal invasion tactics can be very useful. Bring in two troop transports. Send them in separately. Send the first in with core detenation to kill off most of the planet's resistance. Send in the second on normal tactics to capture the planet. No penalty to the planet's quality but more soldiers survive. First of all it's not th

49 Replies 30,690 Views

If you have used betas give it ago. I Indeed I used betas before. Thanks for the advice, will try it.

4 Replies 6,937 Views

I've been playing Thalan on the evil path this time... - one of the Thalan medium hulls have wrong component placeholders; component appear in different places (not where put) and then cannot be removed - Mind Control Center says in the description that all planets eligible for defection defects almost instantly, while for me it didn't change anything; I was trying to take over some planets by influence, but still it took many turns after the 'rebel' icon appeared, before t

4 Replies 6,937 Views

- Survey Module (no anomalies left after I can build it) Sorry I thought that is only available with Sensor IV tech (maybe it was the case in older versions I don't remember). But of course if it's available with Sensor I it's quite useful.

49 Replies 30,690 Views

Well, it might have a lot to do with the fact it's actually very easy to invade a planet. Once you get into orbit, you pretty much own it. For example, right now, invading Earth would be a cakewalk, even with all of our missile launchers and airplanes. You don't need to land the soldiers first. Just use those fancy high-tech ships to blast anything that looks like it might

399 Replies 224,030 Views

Not to mention that the AIs focus so much on it. They build loads of freighters. The game would be much better if trading money was increased. I supose if you're not smart enough to get stock exchanges, and build up your population early then ya trade is great... Maybe the trade income should scale up with the population size of the home/target

49 Replies 30,690 Views

2) Borders. Maybe not borders, but AI should take into account that colonizing a planet or building a mining/military starbase inside the very heart of someones else teritiry will be considered as a hostile action, thus deteriorating the relationship unless the other race agrees. I can allow my best allies to do it sometimes, but they should as

399 Replies 224,030 Views

-terraforming 0 PQ planets or possibility to install special facilities to mine particular resources, maybe with unexpected events tha require more money/time to complete or a productivity penalty Some proposals: - Distinguish the planet quality and planet size: total number of tiles should depend on the planet size; 3 types of tiles (habi

399 Replies 224,030 Views

*Troop/Population Difference - Right now it doesn't make sense to have every single "taxpayer" be treated like a soldier. Troops should probably make up 25% of your population. So if you have a billion people living on a single planet, then you should have around 250,000,000 million soldiers. Now if hte player chooses to, he/she can boost that number with a specific slider

399 Replies 224,030 Views

There are some elements in the game which I never (or almost never) use. I would like to start a talk which could point this elements. Maybe our divine developers could improve them in the next patch or in the expansion set. My personal list of useless elements: - Secret Police Center (too small morale boost - tested even on v.high population planets and it was still worse than normal morale booster buildings) - Galactic Guide Book (no anomalies left by the time when it's av

49 Replies 30,690 Views

I'm playing my second 1.2 game and in both games I see that Iconian Refugees are not expanding at all. They don't produce even a single ship - only have the flagship and the colony ship which they use to colonize the 2nd planet in the home system. I could happily colonize other planets in their sector after many turns, by which they could have produced at least 5 or maybe even 10 colony ships... And BTW, announcing a new expansion set is great, but the base version is still not really

3 Replies 3,240 Views

Are you sure about the starport? If it's removed, I can build a new one. If you select the old one for upgrade without removing it first, it won't show up in the list until it's been replaced. I'm not 100% sure whether it was in Beta 2, but I remember some problems with the starport as well. I have built a starport, then upgraded to some other

114 Replies 59,533 Views

Some Beta 2 bugs that I've noticed recently: - Torian proposed me a trade of some 'good aligned' tech (I had neutral alignment) but it actually didn't appear on the right side of the trade screen (just in the message text); when I agreed they responded with 'thank you for your generous gift'; maybe AI shouldn't offer techs that other cannot accept? - very often the window viewpor

114 Replies 59,533 Views

I've noticed what I think is a bug regarding Huge vessels and miniaturization. In my current game, I have a 170ish Huge hull, and a Mass Driver, which is stated to have a size of 12, only has a size of 6. BUT! It requires 12 places to be placed. Since there are no items smaller than 5, I always have about 4 excess points. Why is this happening? <br/

9 Replies 4,020 Views
Reply to PQ Problem in Bug Reports

I've also posted this bug long time ago - just after the first 1.0 verions was released... but it seems to be constantly ignored Certainly it shouldn't be that difficult to fix!

10 Replies 6,237 Views

Maybe slightly out of the topic, but... Does anybody use any other invasion tactics than: Mini Soldiers, Information Warfare and Traditional Warfare? I usually use MiniSoldiers, unless the planets aproval rating is low in which case I use Information Warfare. Somtimes if my opponet is a miserable weakling I just use Traditional Warfare. My point is... If those 2 special tactics are the only one used, the costs of using different tactics are

14 Replies 9,092 Views

When UP votes to change the base speed of the constructor ships their base speed is in fact modified but all installed engines do not give their bonuses any more I've had a constructor design with a speed of 24 and then the UP voting triggered. The selected choice was to increase the base speed to 7 and the result was that all my ships have reduced their max speed to 10 (remaining 3 are from rac

0 Replies 1,681 Views

The HP bonus is fine compared to having exp improve a ships attack or defense. This would be even more imbalancing. I'm still not convinced for the issue with HP bonuses. It just doesn't make sense to me. The crew gain experience and what? Do the crew members attach themselves to the ship structure to make it harder? I would rather say they learn how to use their weapons, shields, even engi

6 Replies 4,809 Views

Some bugs (I think) or annoyances spotted in my first Galciv2 game: - it's not possible to lunch an empty transport spaceship, though it would be quite useful when moving people from overcrowded worlds to more spacious ones; i had to lunch them with 1 trooper instead... - Intense Farming improvement doesn't produce more food than it's predecessor (Xeno Farming if I remember well), but maybe it's intentional as it's take less t

2 Replies 2,688 Views

More bugs and improvement ideas: - when upgrading a ship design and choosing to replace the design it's deleted from the available projects list, but is not deleted from the 'Quick Build' list, where I see many versions of the same project, that was upgraded over time - planet tiles graphics got mixed up after save & load game (I have the game saved and can provide it). - Galactic Privateer project didn't prevent

6 Replies 4,809 Views

Some bugs (I think) or annoyances spotted in my first Galciv2 game: - it's not possible to lunch an empty transport spaceship, though it would be quite useful when moving people from overcrowded worlds to more spacious ones; i had to lunch them with 1 trooper instead... - Intense Farming improvement doesn't produce more food than it's predecessor (Xeno Farming if I remember well), but maybe it's intentional as it's take less t

1 Replies 2,594 Views

Some bugs (I think) or annoyances spotted in my first Galciv2 game: - it's not possible to lunch an empty transport spaceship, though it would be quite useful when moving people from overcrowded worlds to more spacious ones; i had to lunch them with 1 trooper instead... - Intense Farming improvement doesn't produce more food than it's predecessor (Xeno Farming if I remember well), but maybe it's intentional as it's take less t

0 Replies 1,863 Views

In the 1st GalCiv it was practically impossible to ask your ally or a friendly civilization to give you something for free, even (or maybe especially) if they were powerfull and you - poor player just dying in agony tormented by your enemies. Is it different in GalCiv2? If not I would suggest that AI civilizations could be more generous to their allies and friends...

8 Replies 7,737 Views