Yes Dlapine I play similarly. I never build Scouts...Surveyors are my Scouts. When they become obsolete, I arm them and extend their range/lifesupport and of course speed. I then turn them into Privateers/Wolfpacks that hunt behind enemy lines. This works quite well for me so far. I like to give the Privateers names like Drake, Raleigh, Hudson etc. Adds some flavour and makes you careful how you move them. Nothing like bumping your Drake up next to an incoming Flee
jfp3
And can you relaunch the transports with Zero pop to head back to the home planet? Do they need to be military transports or trade modules or either?
My auto pilot has a problem since 1.2. I don't think that I "Turned it off" since I don't know where that option is (I've looked everywhere many times), thus can't find a place to turn it on either. Is it some toggle? Yes I've seen the button over the mini-map but that's not the trick. With so many ships coming @ during mid game, it becomes quite impossible to manage them all without an Auto-Pilot. I saw someone mention "Tab" to find "next ship" ..but that is completely inco
Sorry if this is repetitious..but I need an answer. Do ships repair in space or only at planets/bases? Is there a difference in speed with which repair happens in those places? Do they repair in one turn or several turns depending on the damage? I have not seen a consistent repair rate (maybe I'm missing something here) in these 3 instances of possible repair.
Can one pick up excess population and drop them off on another planet? I would like to hear how it's done before "experimenting" Thanks for any answers on this one gents.
I had a similar gripe about the AI in 1.2 in this thread: https://forums.galciv2.com/?forumid=162&aid=124614#969162 But my focus at that time was on the inability of the AI to converge ships on an imposing enemy threat or at it's imminent arrival at a planet. Now it seems that the Transports are an issue, and they ought not to travel -whatsoever- without escort and a pre-invasion fleet. This seems to me, and probably to most of you out there, only natural. Fortunatel
Good points gents and thanks for the answers. I didn't want to find out the hard way that I had created the Wonder, traded it for some reason and then find out I had lost it forever.
In my current game I've developed "Diplomatic Translators" for instance and have an "Exclusive". What exactly do I do with them during some diplomatic instance? If I trade them...is it by the unit? Is the tech gone for good from me? How do I benefit by creating these "Exclusives"? Any help is most appreciated.
btw...the Tab button is VERY inconsistent for switching between ships. Works one turn, then not the next. Also for me, the Sentry and Guard options don't work whatsoever. Maybe I'm doing something wrong, but they are also not consistently putting a ship to sleep. I had gotten in the habit of clicking both options to try to sleep my ships but they just keep popping up ready to move next turn (That is -- when the Auto-Pilot decides to make itself useful). Again...I'd like to think I'm doing s
Sorry for the double post~~~
You can adjust the size of "parts" with the slider at the bottom of the ship design view window. If you don't use that then some of the parts can be seriously big or practically too small to see. Play with that slider (next to the dials).
You can adjust the size of "parts" with the slider at the bottom of the ship design view window. If you don't use that then some of the parts can be seriously big or practically too small to see. Play with that slider (next to the dials).
I think Dani is really refering to how "Tankers" are used in a game like Space Empires IV. They are quite necessary, and add quite an element to that game. Personally I think anyone who likes GalCiv should try it. Certainly avid gamers should enjoy both and rejoice in their differences. This is not however, a game like SEIV Dani. Life Support and Bases are the key in GalCiv2 (in the case of range)and though tankers work well in SEIV, they would detract from this current inception of
Good Lo'd. No "next" buton seems such an undersight in this type of game. Somehow I think that "find" was the one that should do the trick -- and oddly enough it does so much of the time. Just not consistently. What's up with "find"?
Does alt-tabbing out of the game cause the system to "hiccup"?
Nice. Lucky, or too bad, that I feel impelled to finish my 1.2 game before upgrading. I would like to see the posts over the next few days before dumping my current game.
Peace Phoenix: "With some Luck" haha ...I just love that~~~
Thanks Cari and Dani...why though is there not a simple "next" button on screen? There seems to be buttons for almost everything else eh?
For that matter, perhaps the "Orbital Fleet Manager" and its cousins, should be assigned to the "Local" Starbase if one exists. Not to tiles. If a planet has only 5 tiles or so, but is in a strategic position, I'm sure most of us would be reluctanct to waste tiles on such extravagences as an Orbital Fleet Manager. Yet a simple cell phone call to your locals would allow you to join up to provide a common defense for your threatened system.
Sorry Danielost, I don't know how this post of mine to another thread ended up here on yours. But I'm glad I found it. But Tankers....sure, I agree. The whole Logistics thing should really be dealt with in a different way. I'm playing a Huge Galaxy game, and have maxxed out my logistics research. Yet I can only assemble 10 or so Mid Sized ships in a complete fleet! I understand that this particular flavour of game needs to have limited fleet sizes...but damn if I can understand why
For that matter, perhaps the "Orbital Fleet Manager" and its cousins, should be assigned to the "Local" Starbase if one exists. Not to tiles. If a planet has only 5 tiles or so, but is in a strategic position, I'm sure most of us would be reluctanct to waste tiles on such extravagences as an Orbital Fleet Manager. Yet a simple cell phone call to your locals would allow you to join up to provide a common defense for your threatened system.
I hate to be a "stick in the mud"...but ANY ships in a planetary system would be able naturally (at this point in time) to coalese into a coherent fleet of ...what is it ...@ 10 midsized ships at the highest level of logistics?.... and fight an oncoming enemy. To my way of thinking...if they are orbiting a friendly planet, their logistics should be almost unlimited anyway. It is the oncoming enemy fleet that is light years away from a friendly base that needs to worry about the logistics. Cor
Hey Seth...you should fill the shoes nicely of the clown who wrote all the Diplomatic Dialogues and Tech Descriptions. Apply for the job. Yes...True Terraforming of PQ0 planets should exist without question. But then again, shouldn't a PQ15 get a bump as well then? More ships, more fun. And MadDjinn, yes... if the Torians grab Mars while I'm off galavanting for another PQ 16+ planet...then I feel they would be rather more than chastised verbally.
btw...forgot to mention. Even with @ 8+ constructors added to the starbase...they are inevitably "toast" without ship sentries. Can anyone out there confirm that they've seen a fully augumented starbase survive a 43+ logistics fleet attack? I haven't.
Yeah be sure you have the constructor module still in the design. Gadzooks! You might need to strip an engine off your previous design as they are rather "heavy" in construction cost. But that's as it should be. One further notice to you that I can mention. Don't set up a fresh starbase without at least 3-4 constructors in the initial start up. Single startup Starbases with no protection are eaten alive by the AI at the start of your 1st war. So that Morale base of yours with 4 min