I think the wording on that tech trading option is fuzzy. I just re-read it and now think it might mean an option for "no tech trade" and not that they are removing the option entirely. That makes more sense. Grammatically it would be clearer to have said "Tech Trading now optional" or some such.
MeridianMale
I personally like tech trading! Don't get rid of it! Maybe just an option so that you can opt not to have it in game. Tech trading is probably the best way to win a game when you're a tech civilization. I can keep out of wars entirely...have a small, powerful military that costs me little in maintenance, and spend all my funding on research. Then I can sell techs to other players so that I can buy up all the production points I ne
I really like the idea of a profit lock. I also crave the ability to set tax rates, production capacity and spending levels on a per-planet basis. I'm sure they'll never add that though, as it would be exceedingly challenging for new players to manage. I'm not a micromanager by any means...but I do like to be able to control my economy efficiently. Sometimes that means I'd like to be able to have X social planet on Y colony be funded at Z percent while I'm fully funding some other
I should note that I had done the pre-load. The actual game probably took around an hour or so to download and install...your mileage may vary.
I find Wal-Marts to be creepy places filled with people I don't want to be around, and from what I've heard they're one of the few that have had it consistently in stock. Ordered mine digitally and was playing it litterally minutes after it launched.
Basically. Your ships won't show up until you've researched all the techs required to create them. There are some hulls that, though small or tiny, are unlocked by doing additional hull research. I've taken to building a "hull only" design of a ship before attaching ANYTHING to it...that way it immediately becomes available to me when I research that hull size. I do wish there was a way to load a custom ship even though you haven't researched all the tech yet. I have so
Here's my take on the sales effect of game cracking: people who crack your game did so because they never had any intention of buying it. You didn't lose a sale. That doesn't make it right, obviously, but that's just how it is. You were never going to make that sale. On the other hand it's obvious by reading this thread that having no DRM at all is a selling point for a game, or at least it was for this one. Maybe when GalCiv2 sells its millionth copy (I've no doubt that it will
I will confess to having cracked a few games in my day. Not because I stole them (honestly), but because I hate having to pop CDs in and out. I almost always download whatever No-CD crack there is for a game I buy just on principle. I've stopped buying games with Starforce on them. I'm going to be buying the new Splinter Cell for xbox 360 rather than PC, despite my preference of gaming on a PC, because they put Starfoce on Chaos Theory before I knew that was something I wanted to
Sounds like a great problem to have! Sounds like you're on top of it, so I'm sure it will be only temporary. Don't do what a lot of small companies with hit products do, though. Start looking for higher volume manufacturers. A lot of small companies get a hit going, but they can't sustain it because they suck at logistical planning and their manufacturers can only meet a small percentage of the demand. Start making bigger runs of the game if it's selling out too fast. N
So does this mean the AI will have less economic starvation at lower levels? I'd be all for this. I can win easily at normal, but have a much more difficult time at challenging. I can only win on intelligent in a 1v1 or if I can actually convince the computer to ally with me, which I usually can't. I've lost every time I've tried to play a 10 player game at challenging or intelligent. So I guess I wouldn't mind the AI at normal being more on par economically. The AI progression
I wish there was a way for me to rename the AI leaders. I so want to play as Humans against the Altarians. Their leaders name would be.....KHAAAAAANNN!!!
I occasionally have a problem (usually late-game) with planets, icons, parts of screens and trade routes "flickering". The 3d model of the planet will mostly disappear save for a few flickers, but the icons over it will remaine there, and I can still select it. I have been unable to come up with a way to reliably reproduce this effect, so I'm sure I'm not being very helpful. My system is a 3ghz P4, 1GB DDR RAM, ATI Radeon 9800 graphics card. Runs XP Pro SP2. I can solve the pro
Those Altarians are the baddest "good" race I've ever met. I just got done with a game with me as human, the altarians, yor, drengin and iconians on a small map. The iconians got a little pissed at me when I stole one of their planets with an influence take-over, but they got over it and left me alone as long as I threw them a tech every now and then...usually something I didn't mind giving away. The Drengin were the first to be agressors. I was playing on Challenging, a
I think I'm going to re-load that map and see if I can conquer the main dreadlord world...I bet it has all kinds of goodies on it.
I didn't find this mission that difficult. I played it through once and started getting pummeled by the dreadlords. The key is to militarize FAST. Don't worry about the speed of your ships. I played this on normal difficulty, and they weren't that diffiult to take down. Focus on weaponry...you can easily build a small fighter with 5 beam attack if you forget about engine upgrades. You'll never outrun the dreadlords anyway, so stick with what you've got...build speed. I just grab
I agree with amaevis. I think the default should be where it is, and then we could set the launch square globally for all planets, for each individual planet, or each individual ship. I'm sure this is the most difficult possible way to implement it, as it has the most options, but in my mind would be the most useful. Here's my reasoning behind a global exit square setting: When I'm at war with another civilization, I'm usually sharing a border with them, or their territ
I hated tactical combat in MOO2. I rarely ever turned the option on. The only downside to that was I didn't get to design my own ships without it, which then meant I had to sit and watch the auto mode play out every time. GalCiv2 has the best of both worlds...ship design without tactical combat. Leave it as is.
Is there a way to do this that I'm not finding? Seems to me that if my planet is being invaded, and I want to launch a fleet of ships (because I don't have orbital fleet managers built) to protcect my world, I shouldn't have to launch the ship on the opposite side of the planet from where the enemies are coming...particularly if I'm using ships without many moves per week. If I could launch ships to any tile surrounding my planet I could get the jump on attacking enemy forces.
I think I've seen all of those, except I don't recall the GNN news screen stuff...could be that I just didn't notice, though. I never realized those dropoffs on the graphs were caused by save games. I definitely have seen them. I'm guessin gthe game is putting an extra turn in with no production and no movement and no combat as it saves. This extra "null turn" also would account for why ships have their movement back...not sure if the AI gets that also, but they don't seem
Never been a fan of hotseat, but I could go for LAN play on occassion. I'm thinking that hotseat will pretty much make it into any official multiplayer expansion anyway, since it's already basically in the game. Heck I could see stardock making hotseat free, since it really isn't any work for them. Other forms of multiplayer will require the addition of a TCP/IP component to the game, which can take a lot of time. Not sure which I voted for, probably B, but I don't give a damn abo
I did go an research the item, and the ship didn't show up in my list. The ship I built is in face using that third tiny hull but that's unlocked with Advanced Hulls, not Xeno Economics. That is also something that is not showing up as a requirement
I have a few stored ship designs now that I've played through a number of games. With last weeks patch I'm now seeing the list of required techs to unlock each of them. I am seeing two issues right now, one which might be a bug, and the other is probably just not something that has been implemented. 1) I have ship designs that will not unlock until I research Xeno Industrial Theory. Why is this? As far as I know that tech does not unlock any techs other than factory type thin
I failed the invasion because I failed to account for the drengin soldering ability. They were really tough and I couldn't get past a 2:1 advantage on them...a couple of times i got really unluck and had only a 1:1. My tech advantage was higher, but not enough to account for their soldiering bonus. Also I was sending in my transports piecemeal. I was used to my previous games at Normal where I could send 2000 troops against the enemy's 10000 and still win in a traditional war. N
I've been playing at Normal or below up to this point, but for this match I jumped up to Intelligent to see how I would fare. The AI had me licked in every category but research, which turned out to be my saving grace. I took a big risk in my limited militarization. I was waiting to push out my first gen ship until I had something that was fast, armed and defended, unlike the AI which came straight at me with an unarmored, slow as molasses missile boat. I had 2 ships in
Is there a way for me to run galciv2 in window mode on a monitor that maxes out at 1024x768? My laptop screen will only run at that res, but I have a second monitor that I run in a dual screen config that I'd like to play the game on. That monitor can run at 1280x1024, but I can't move the galciv2 window onto it because (I presume) I'm running the game at the same res as my desktop. is there a way to either make the game launch straight into my second monitor, or a way to move it wh