Spying reduces the likehood of events like these.
Mascrinthus
Frogboy says they make new ship designs more than once a year in v1.11 but he did not say how often.
The needs to value sensors and "Eyes of the Universe" more even with the planned re-balancing to ship combat. In my first Metaverse game on level Painfull, against 9 AI opponets, the AIs have crippled their economies by wasting money from buying too much (it cost 10 times to buy vs. building). I buy my first factory on my first couple of planets to get things going but I don't buy colony ships (I build them with the factory I buy), and then save my cash for running empire in the red with spendin
Unable to get the download using SDC, getting following error message : Error: Attempt: 1 | Account information invalid Error: Attempt: 2 | Account information invalid Error: Attempt: 3 | Account information invalid Server: Using other server http://sdcentral.stardock.com Link Error: Attempt: 1 | Account information invalid Error: Attemp
Unable to get the download using SDC, getting following error message : Error: Attempt: 1 | Account information invalid Error: Attempt: 2 | Account information invalid Error: Attempt: 3 | Account information invalid Server: Using other server http://sdcentral.stardock.com Link Error: Attempt: 1 | Account information invalid Error: Attemp
MOIISKA: 1) need to be able to stop a project mid upgrade/build without losing too much work (call it overrun) and start something new.. ex. You take over an alien world, and immediatly, everything is up for upgrade... even though you yourself wouldn't build things the way the AI does.. so you are stuck waiting for everything to get built before replacing, or ha
Since you are making AI changes, how about making the AI value sensors. Even with the planned re-balanced combat in v1.2 (both sides will fire at the same time instead of the attacker firing first, YES!), sensors are valuable and "Eyes of the Universe" is the most valuable Galactic Achievement!
MOIISKA: 1) need to be able to stop a project mid upgrade/build without losing too much work (call it overrun) and start something new.. ex. You take over an alien world, and immediatly, everything is up for upgrade... even though you yourself wouldn't build things the way the AI does.. so you are stuck waiting for everything to get built before replacing, or ha
Going back to the old Gal Civ 1 system should radically change the ship design strategy. In the current system I tend to go for offensive power since if you attack first you can often wipe out the entire defending fleet before they got off one shot. You say that like it is a bad thing. The present system makes ship and planetary defenses almost usele
DougQ: Isn't taking away the first shot advantage going to completely nullify the use of speed though? Frogboy: The attacker still has the advantage of being able to pick the time and place of battle but it's no longer quite so
In v1.2, we're going back to our original GalCiv combat mechanic -- attacker attacks and then defender gets to shoot back and then it looks to see who died. The attacker still has the advantage of being able to pick the time and place of battle but it's no longer quite so overwhelming an advantage and will encourage ships that have (gasp) defenses on it.
In v1.2, we're going back to our original GalCiv combat mechanic -- attacker attacks and then defender gets to shoot back and then it looks to see who died. The attacker still has the advantage of being able to pick the time and place of battle but it's no longer quite so overwhelming an advantage and will encourage ships that have (gasp) defenses on it.
[quote]It is Ctrl-Z.[/quote] ... and Ctrl-Shift-Z is the code for a human to take over from one of the AIs, thus allowing a hot-seat multi-player game. Someone confirm and add Ctrl-Z to the Wiki Link
Good idea. GC2_Story_RandomEvent, // a random event occoured, store what option the race picked This should be labelled GC2_Story_EthicalChoice and then add: GC2_Story_RandomEvent, // a random event occoured, store the event (e.
[quote]check the wiki Cheats and keyboard shortcuts - I believe it's cheat 'Z' - although the description is slightly contradictory...[/quote] No, this cheat code was described in the dev. journals as allowing a human to take over from one of the AIs, thus allowing a hot-seat multi-player game. Would someone from Stardock please reply back with the answer?
Bump.
Download the third party helper application Galactopedia Link It would be nice if it was built into the game.
Export them in colony and/or transport ships and then to prevent a repeat of the over-population remove farms to reduce the population cap.
The quote below was taken from an old post of Cari Begle, the lead developer of GalCiv II, in the dev. journals on 2004/11/19: [quote]One of the cheat keys was the one that made the AI not let the human player take turns, and keep playing after they'd wiped the human race out. This one is going to be crucial to our early testing so that we can see the AI working. It's like fastforwarding through a movie.[/quote] Which cheat code is this? It would be cool to watch the AI play i
One of the cheat keys was the one that made the AI not let the human player take turns, and keep playing after they'd wiped the human race out. This one is going to be crucial to our early testing so that we can see the AI working. It's like fastforwarding through a movie. Which cheat code is this? It would be cool to watch the AI play itself!!
Why would someone want to sell their copy of CalCiv II?!
As Brad/Frogboy has pointed out in the dev journals it is easy to add a new feature but hard to recode the AI to properly take advantage of it. It wasn't until v1.1 that the AI started valuing speed but it still does not value sensors, so I ALWAYS get in the first shot giving me a HUGE advantage!
The first 100 Arnorians that were created were immensely powerful and made in the image of the dark Mithrilar. The next 1,000 Arnorians were similar but less powerful. And then the next 10,000 were generally less powerful but had two significant differences -- they could reproduce and were insensitive to the passage of time. The dark Mithrilar was different from the oth
I got this reply back from Cari Begle, "There isn't any documentation for the Prefs.ini file. ForceTextureUpdate, HyperthreadEnhancement, and ThreadedInitialLoading don't actually do anything at the moment."
#1 The core ship designs are useless because they are to slow but some of them have nice eye candy. I wonder if Stardock does not let you copy, modify, and save the designs under a new name because the ship designs can't be duplicated in the shipyard. For example, the core colony ship has two colony modules (probably for symmetry) but has the capacity of only one. #2 This change is no longer needed due to the changes to the UPGRADE button in v1.1. #5 This change would be