I like that story! When bad bugs go good!
Spearthrower
then I created a troops transport with double module and put it out of sensor range near the planet. I am not sure if you got this right. In my game at least, the Dreadlords seem to have a ridiculous sensor range knowing exactly when a ship is created and sending their fleets to destroy it (this is in
I understand the exploiting issues with this. My question is why is it coded this way in the first place (it was identical in GalCiv 1 and I was hoping it would be addressed in part II). There's a lot that could be done here. Given that I have none of the answers to this because I dont work for Stardock and only saw them once or twice comment o
Great job Alfonse!
You can use your mouse wheel (if you have one) over the slider/arrows to the side of it and it will move. Agreed though, many of the sliders are a little picky in how you have to do them.... although you do get used to it after you play for a while.
i was pulling in over 750 bc's a turn, but when i reached about 20000 bc's in the treasury my economy droped into the negatives until it reached about 19500 no i wasnt getting a
I can't wait to see the AI put value on adding engines to its ship designs. We are going to see a lot of people knocked down a difficulty level or two when that happens!
I've read that supposedly astronomers have found the edge of the Universe. It IS a wall funny enough, sorta. A wall of super-intense radiation so powerful that NOTHING can pass through. So that answers that for you, the Universe has edges (and maybe corners too ) They were lieing! <img src="http://i
Here is what I do to spice up my games: I play a custom race called The Clartoo. They are essintially cousins of the minor race The Snathi (much like the Terrans and the Altarians). In medium to gigantic galaxies you are almost always gaurnteed (sp?) to have the Snathi pop up. Even though they are evil and I almost always
No it doesn't - unless someone's seen it hidden away in the xml and is not activated.
Two things..... 1) the link doesnt work.... 2) Not to be nit picky but it's spelled "abundance" in all forms of English. Generally I dont worry about spelling and wouldn't correct it, but when it's the name of a mod, I'm pretty sure you'd want to get it right!
which shows how buggy this game is But how many of them are actually bugs? If they really were all bugs, none of us would be able to play the game!! You will, I can pretty much guarantee you, get a fa
the Universe simply "ending" at some point in space either. Well, that would raise a question: how does it end? wall-like? If so, what's behind that wall? At the End of The Universe you reach the cell membrane wall, break through that and you can find other cells there.... and also give th
None of these happen to me and I havent seen people report any of these, can I respectfully suggest that its something entirely your end and not a bug at all? Bugs tend to be commonly experienced if not universally. Can we just get the whole, "what's your pc specs", "have you got up to date drivers" and "which patch are you playing" out of the way first so that people can start to localise what's going on here. If you post up the first part
Where is the Beta patch on SDC? I've gone to my games section and clicked on update app and nothing... There doesn't seem to be a download section... I'm a little frustrated, I'm super eager to try the new patch... It's not there yet... probably tomorrow I would guess.
What is truly worthless though, is the Galactic Guidebook, by the time I research Sensors III and build it, all anomalies are loooong gone. Not even worth a planet tile as even with it sensors still take up hull space!! I am sure at some point they will fix the anomalies not respawning like they used to. Gigantic galaxies, I t
As a suggestion, try turning off the alliance and tech victory wins if you find them boring and go for a military one instead. As the architect of your own style, you do mostly have yourself to blame if the pace is too slow.... either that or you regenerate the map repeatedly at the start to give yourself space to settle and an immediate winning edge. Getting ganged up on by the AI is fun if you have set yourself up nicely. I have
I tend to go for a variety of small picks. I am of the mind (in all life not just this game) that the step from 0 to 1 is the biggest jump available. A series of 10% increases across a variety of fields feels to me more powerful than any 40%+ advantage in 1 (most of the time as you have to pay for it anyway) so I like to make sure I get some research, morale, diplomacy, soldiering, economics all at the lowest addition. I tend to pick the Populists part
Oh does anyone know why when a certain number of objects are used on the hull some disappear? some of my elaborate designs get "broken" because of it, is there a limit to the number of items? Sounds like you need to patch up... that was fixed quite a while ago.
Thanks for the concise reply spearthrower. i can definetly see how it's an unpopular choice could you enlighten me on the reason why they intialy wanted it this way? and why it's for social spending only? I'd recommend getting this straight from the horse's mouth <img src="http://images.stard
i dont understand why all the reviews are so crazy about the a.i. i mean dont get me wrong...i really like the game and all but i dont think the a.i. is so very good It's a case of comparisons. AI is always the weak point in any game but it is of special interest to "strategy" games. Galciv AI mig
Wow at Magnumaniac's 12 farms!! Clearly, given his medals, he knows what he is talking about..... it's funny how some people totally undervalue farms while others overvalue them! That makes for an interesting divergence in strategies. I personally follow
Being that the human player always looses in a trade, trading with AI is never profitable to the player. However the trade brokering scenerio yielded cash benefits, even if not technological benefits. Still I hated doing it and Im glad it's gone I really have to say that it depends on your diplomacy
You can actually transport more population over to them than the "cap" allows as long as you have food for them.... but aside from that. I class my low PQ planets as 8 or below. Assuming they dont have any bonuses on them (I cant tell you the times I've had really low PQ worlds with 700% manufacturing on them) I would generally just make them research bases. You start by building the factories, build one or two then build up your research la
I'm only playing on Normal. I presume at higher levels that the AI would just show up with superior numbers and drop ships and start taking planets before I could respond adequately. That's not actually a valid assumption... it just does things better across the board. I think the naming conventions