So I have gotten it installed and it even recognizes ToA...But still I think sdcentral was much more streamlined to the purpose... By the way where is the full impulse installer for PCs without Network access... To my understanding for GalCiv there is "NO" copy protection for using it on more than one PC for one person!!!
Sparhawk4242
I can not get even impulse installed: [I]Unfortunately I can not install impulse with the (old) free version of Kerio Firewall. The installer does drive my Firewall nuts in ways I have never seen before. I get more Firewall shields in my status bar then can be displayed and only on ending the impulse_setup process I get the question if the start of the installation program should be allowed. I know Kerio is quite and old Firewall but for me it has worked for years witho
Just in the same way the governor does this now. If you research a new building further up the tech tree, he will automatically replace all buildings of that kind. So depending on th focus he just chooses the building with the highest output for this area. If this is not fine for you, you can still override his decision as it works now.
Hello, I thin Twillight of the Arnor is quite a great game. But there some small features I still miss a little bit: 1) Limit Tech Trading (I know there is the option to turn tech trading off): Just allow techs to be traded between races, which the other race can also research. This will remove a little the clutter of some not so useful technologies on the diplomatic screen and will still improve the feel of each race, as you then no longer can just trade the technologies you a
Star bases are massive, assigning a logistical point value They have already a logistic value of 6...which is fine for me... It would increase it a little bit depending on installed modules (like one additional point for 4 Modules or so)...
Why can I not form fleets with a starbase? I would really like that for defending my Star bases and with the actual movement point system of fleets I see no draw back. Such a fleet would have no move points and disbanded the ships would also have no movements point for one turn (which is enought penalty for this tactic)... Just my thought... Yes I know, i can place just a fleet on the star base square, but then I don't have to install any offense or defense modules
What that not be a great feature for military starbase. A Commando Center line, which increases your logistic in the area of the starbase...
I know of the tooltip in the planet window, but I never saw any difference after constructing an influence starbase (with modules) Influence starbases don't modify the influence of your planets, but produce influence on their own, depending on the installed modules...
Always keep at least one Ship in orbit. I normally have about two small ships with some weapon in orbit on each of my planets (and no orbital fleet manager)
your problem is that you have more than 500bc debts. At that moment all your production is halted till you are again above -500bc....Try to trade techs for money to get fast out of the whole....
stop bitching...The Ai doesn't cheat or it would be much better...It gets only advantages on high difficult levels...And if the game crashes that often..just set autosave to a small number of turns...I'am working with 2 Turns and that is fine...after the rare crashes I've lost not that much data...so that playing keeps fun...
Not anyone can balance three types of battlecruisers in a single fleet to make it capable of taking on multiple types of challenges. Since 1.1 have never needed that...since all the AIs normally use the same weapons...by the way that get even worse with very slow tech speed... In my current game there is already invunerability field develope
Hello, I've the following two simple Ideas I think would improve the game some how: After Fleet Battles create with a chance of x% an Anomalie, where the battle has taken place: most often this anomalie will hold just some money depending on the value of destroyed ships, sometimes a new tech if one of the ships had a tech you have not allready, and really seldom a 1% bonus for all your ships in weapons or hitpoints or defense... The second would be to make the ship costs flexible in th
Come on guys...does anybody think that the Ai is really good in this game, especially if you are playing since the the release and has by now learned how the game works... I don't play that much in the metaverse, so don't throw my score against me... But normally I win now every game on Genius...and mostly also by Diplomatic victory, that is because I have an alliance with one other race (as this my normal wy to play)...And now don't start alliance are an exploit...so why a
To explain point one... I offer Tech I for Singularity Driver I and the ai denies it... then i Offer Tech I for Singularity Driver I and Singularity Driver II on the same turn and oops the ai will trade them...that's definite a bug. And my point for weapon trading is that all AIs use the same for example mostly Mass Drivers as I early trade them between all races and they are already than at level 3 of them while no other we
Yes this a really annoying bug, especially as the ai wastes on nearly every small planet a field for a space port...
The following bug occured no in two game to me.. I offered one tech for singularity driver I and the ai would not trade it...than I added singularity driver II for the trading and suddenly I would get both techs from the ai. An other annyoing bug If noticed often now is that the Ai calculates the value of stacked techs when trading for money not correct For example I'll get for 3 techs 30o when trading stacked and w
Do you have the "no trading tech" option turned on ? No I don't have turned that one on. I suppose the impact on the AI depends on the individual playing style as wel
Sorry to break your confidence...but the AI has not improved in the 1.1 quite to the contrary. It has gotten a lot worse... Just play a game in the following style and look what will happen... Build a military starbase with lot of ship support (especially all defense support modules and some offense modules, just everything you get from the first three or four starbase techs), build one fleet with small ships (which have at least
GalCiv II: v1.1 BETA 2 Change Log By Draginol Posted Thursday, March 30, 2006 on Opinionated Techie Discussion: GalCiv Dev Journals The only major feature we're going to be adding to 1.1 after this is the modder's UI stuff. Everything else will get put into 1.2. I think people will like some of this week's changes. This version will be on Stardock Central in the next day or so. + Tweaked hardpoint
double post (because of forum lag)
I don't know, if I would really call this a bug, but the AI seems to be lot more aggressive, for my feeling even too aggressive...In all my last games, they have declared war on me within teh first 100 turns (and nearly all of them), only because I don't have the biggest fleet out there... I think the Ai doesn't take Military base into account, as I normally build now one Military base with lots of modules, so that my fleet gets nearly unbeatable
Econonic bases just make the situation worse, as they mainly give you an addirional advantage for social, military and research production...and remember for each shield you want to see on the top of your planets screen you need first 1BC money and second a factory or research center to produce that shield...but without money to production or research... economic bases can only increase your money if you bild them right on your frighter lanes and
Not that bad for me but I also get some artifacts (light blue pixels) on the mini map mainly when scrolling.... I'am also using the newest Radeon Omega Driver...(and the map worked fine before the update)
I've just read the Manual and found there the option: Watch Opponents Ship Movement As I tend to sometimes not take a to good look around the map after a turn, I really would like to have those option, but could not find it on the settings screen. Will this feature be included in one of the next patches.... By the way my submitted Bug with Artifacts on the minimap (Ticket: JRL-859381) is valid with the new version: