I for one consider it a bug when I can construct a ship with some specific components but am unable to reconstruct the same ship after researching miniaturization because the the parts somehow don't fit anymore.. Research is supposed to improve things not degenerate them. For me it was a short range scout ship that was bugg
Saber Cherry
GalCiv 2 has some of the best turn-based strategy videogame AI I have ever seen. I don't consider it stunning, and I won't claim that it is better than HOMM3 (which could often beat me in balanced scenarios), but it is very good. It has some annoying features - in order to be good, the AI is more "bloodthirsty" than "friendly", so to some extent it feels like swimming with sharks, lawyers, and politicians... they all have unique personalit
I've also noticed that AIs are pretty darn aggressive in 1.1. I played on Painful, and after a year or so, 2 races declared war on me in the same turn (killing a few trade routes). Not to worry, I could easily fend off those two races - in fact, I had been about to declare war and assimilate the Altarians when they decided I was so weak that they would destroy me. Two turns later, a couple more AIs declared war on me. Now I was in trouble... I pum
Capitols should always have a morale bonus, IMO... just not linked to any specific building. In other words, humans should get a morale bonus for Earth, but Drengi shouldn't if they capture Earth with all buildings intact. Personally I never noticed the issue, but I don't pay a whole lot of attention to morale because I don't understand what impact it has on anything. If I raise taxes a lot, morale turns yellow, then red. Does it ever ma
In the game, press escape, and go to "game settings". There are options there for battle frequency. You cannot force battles all the time, as far as I know - normally, 1-on-1 battles are displayed on the main map despite your settings. But the settings will make it always use full-screen battles whenever both sides are armed, and at least one side has a fleet (a fleet attacking a freighter will never give a full-screen battle).
Bug 5: One more thing, slightly more minor. It has to do with social/military production. I don't have any +social or +military production bonuses, or anything like that. This is how to make the bug manifest itself: 1) Set research to 0%. 2) Set military production to 1% (it CANNOT be zero, but the lower the better). 3) Set social production to 99%. 4) Make sure there are no social projects. 5) Set the plane
By the way, the forum's rating system is as bit lacking. You can only mark "responses" as "Trolling", not the original poster...
Wow, I just got this game, but it doesn't come with a genuine Precursor artifact! This is so lame. I bought it without reading any reviews, reading the forum, reading the box, or even asking the salesperson, and now that I've organized a conference of 200 leading scientists, I'm missing the alien technology I was going to display! Also, the disk doesn't fit in my Super Nintendo. DSOENT NE1 THNIK OF COMPATABILTY NEMORE???
Alright here it goes, Oh im so sorry oh so sorry dum de dum. Theres the sorry song. Apology accepted! Don't worry, everyone makes mistakes, and sometimes I jump on them too severely. But bear in mind that programmers are less likely to put their heart and soul into a game (or read the message
Thanks a lot for the reply! One question - are you sure (basic) econ and military bases project the same influence aura as influence bases? I've never seen them cause an influence bubble, in all of my 2 games. But if they are as effective as non-upgraded influence bases, I would probably never buy influence bases, and instead put econ bases all along my freighter paths (to the logistics limit, of course) to get an influence bonus AND economic bonus. Influence doesn't seem to be ver
I planted an Influence starbase near a minor yesterday, and got an immediate bubble of pink. Neat! But... what do they do, exactly? And why spend $500 for a 5% boost, if a $150 starbase is already 96% as effective without any modules? More importantly, what do economy and military bases do without any modules? Just sit there? On another note, how do you defend starbases? I planted a couple ships on a military starbas
Bug 1: After playing for a long time, letters start to disappear. Specifically, in the economy sliders, sometimes one or both of the digits disappear when sliding. E.G. incrementing Social Production 31% might yield 32% or sometimes 2%, or sometimes even %. Sometimes the first character of planetary building construction names will disappear too, such as "Space Port" -> " pace ort". Bug 2: After loading, I was som
Bug 1: After playing for a long time, letters start to disappear. Specifically, in the economy sliders, sometimes one or both of the digits disappear when sliding. E.G. incrementing Social Production 31% might yield 32% or sometimes 2%, or sometimes even %. Sometimes the first character of planetary building construction names will disappear too, such as "Space Port" -> " pace ort". Bug 2: After loading, I was som
After playing a 1.1B game, I'll have to agree - the current population growth picks are STRONG. I like the current base population growth rate, but with only a +10% growth pick, I got utterly destroyed economically - and could never recover from a planetary invasion, while my enemies seemed to be made from armies of endless clones. The Torians had 4 worlds at 5.00 billion and a capitol above that at the same time I had a capitol at 4.2 billion and a single colony at 1.6 billion. The
I just finished losing a 1.1B game, and no Rangers came to my rescue. I'm much happier losing on my own merits than winning from a fluke BTW - in my first game (release version), when I got Rangers, I did not choose "Luck". However, I DID choose Universalist Party, which I just realized gives a luck boost... so it could be that only "Lucky" or "Universalist" races experience the probl
I checked and it only took me 11 weeks to research it. Maybe you should learn how to play the game. BladeVenom is CHEATING COMPLETELY!!!!111oneoneone
Any feedback - especially "I played a game to the end and never saw a Ranger" - would be valuable.
I didn't actually read your story, but I did look at the pictures. That's a really nice ship! I'm quite impressed.
There's only one killer flaw in the SE games that always put it in a class below GalCiv for me - it's virtually impossible to lose. The game's AI is so weak as to be non functional. It's easy to have lots of options and "depth" if you don't have to bother making a computer AI that makes use of them. SE 4 just wasn't challenging in the slightest and I don't cons
I should mention that "MOO3 = FUN" will evaluate to true iff FUN!=0. However, "MOO3==FUN" will generally evaluate to false.
If you are facing an opponent with low ( Morale has a huge role in combat? I did no
Maybe they did something different than you did? Nice bug report, by the way - especially the lack of information about what settings you used, what any race did in any game, or which structures were present on any planet. I'm sure Brad will get right back to you. By the way, "Would have" is contracted to "Would've", not "Would of".
I'm about to reinstall GC2, patch it up, and play it... but before I do, can anyone tell me if the Precursor Ranger bug is fixed? The first game I played, I did not choose luck, but got 2 Rangers in the early game in a tiny galaxy - allowing me to win without actually doing any more research, building (of buildings), diplomacy, or even caring what I moved where. So - is the Ranger Bonanza over? I saw nothing in the patch notes ab
It might be good to have triple borders - one based on military strength in a sector, one based on cultural dominance, and one based on direct proximity to a colonized planet. All three concepts are important. (No offense to Canucks, but...) The US dominates Canada culturally to some extent, but it can't freely place military bases in major forested *cough* I mean metropolitan areas.
1) Planet specialization. It already exists in the game. It was called building your factories, your research centers, etc... I really don't think this adds much to the game outside of an extra layer of micromanagement. Also, in the early game, that +9 is insanely powerful. Overall, I think the specialization is a layer of m