Actually, you have your dates mixed up. The original GalCiv came out in 1993, a year before the movie Stargate. The origin of the galactic civilization stargates is actually a fair bit earlier then that. As Draginol mentioned here WWW Link the galactic civilizations universe originated from a series of manuscripts he wrote in the late 1980's and early 1990's so it's safe to assume that the st
Linthar
What about Orbital Terraformer? The Orbital TerraFormer is a Galactic Achievement that instantly fully terraforms all your planets (all the yellow orange and red squares become green). It stays present, because technically it's an galactic achievement not a terraforming project, and because it's not a one time only thing.
I had a bloody stalemate in one game. This was way back in 1.2 I was the Drengin, my opponent was the Toran. All the civilizations were still alive, so we shared a relatively small patch of border, and for about a year game time, we fought back and fourth over an extremely small area consisting of a mere two or 3 star systems. By the time I finally made a breakthrough I was referring to that area as the killing fields due to how bloody it got.
I did I quick check and I figured out the reason for your problem. The Milkyway custom map has the dreadlords already placed on it, so no matter what you do if you play that custom map the dreadlords will be in it.
There is one ingame way to avoid an infulunce victory. You can't win an infulunce victory while at war, so I would assume that if you load an ealier save game and declare war you would be able to keep playing.
I discovered when playing around with a ship made with the cubic hull in the ship intelligance report that I can zoom in so far that I end up inside the hull. The results are this
Ijust got the exact same error upon quiting the game. Smart Exception didn't seem to record anything but heres my debug.err Debug Message: Version beta 1 build 1 last updated on: Wed Nov 15 18:42:55 2006 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 11/19/2006, 15:52:52 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: SEA Operating System: Windows XP Professional (5.1, Build 2600) Se
In this vein could there be a planetwide %improvement that affects research? A small tech branch of private sector laboratories that could be researched? 10-30% research effectiveness. I think that this is already planned. In the journal entry Here several improvements are describ
You are missing a fair bit of information from the screen you get at high intel. For instance the income of the planet, but most importantly what ship its building.
I've been getting some crashs to the desktop. I was paying close enougth attention to when they specifically crashed but I believe all the crashes all occured when I was looking at all the rankings of the different races in the foreign relationships options. Heres the latest debug.err Debug Message: Version beta 1 build 1 last updated on: Wed Nov 15 18:42:55 2006 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Inf
I got a planet through the United Planets newly habitable planet issue. When I went to look at it I found it had two inital colonies on it.
The main problem is that the current infulunce borders will not work at all for borders in which you can order other ships out of. The simplest problem is that another race can have a planet entirely surronded by your infulence and you will need a solution that stops nonsense like civilizations having planets in other civilizations borders, and resulting problems like you can't have any ships orbiting your own planet.
Secondly, all factory-related construction is done in a single week regardless of cost. If that means what I think it means and it takes only a week to build a factory no matter what it seems somewhat overpowered at first glance. Of course taking a second glance the majority of these powers seem equally ridicolous. (Especially the Yor's
My guess of how one might do that is to put only one other race on the map, and then restart until they start near you. Of course I might be completly wrong, but winning in 2 years like this doesn't seem to insane.
While the beta did fix the problem of no production on the turn after loading, I noticed the timeline still reports those turns as having no production, when you look at manufacturing timeline.
Thats pretty much how I design my ships. It works well, as once I build a large fleet of them, they kill the enemy ships pretty quick. I usually lose one or two, but after the early game, I have enougth planets to keep a fairly steady stream of replacements coming. Larger ships on the otherhand, I only build on high production planets, so they can't be replaced easily. So defense helps keep them alive, and with the extra space they are still able to have good attack to go along with the defense.
The writings good. I'll certainly be keeping my eye on this.
The ai usually uses its bonus tiles well in my latest game. I've only noticed it putting bad improvements on them on a few planets, and all of the planets were really messed up, as the ai for some arcane reason was putting three or so farms on those planets. Mostly though its done a good job with bonus tiles.
+ fixed first turn after load zero production behavior! With this the one big annoying thing about the game is gone. I'm really happy to hear this.
Is this occuring really early in the game? If it is then you probally don't have the technologys researched that allow other modules. For a mining starbase, theres one mining module that has no techonolgy required, and one that needs xeno-enginering which I believe every major race starts with, which would give the two modules you have built. The next mining module requires xeno-industrial theory, and the other module that you would gain access to fairly early on requires space weapons. If you
I think I know whats going on. I I guessing that he doesn't actually has a problem, and is actually trying to trick people into clicking on that link.
I make use of the core designs. While I don't build them, I will use the upgrade button with them so I can make them good gameplay wise, while keeping their good appearances.
I'm not sure about these ideas. Your suggested slow colonization seems like it has a few problems. Someone that starts with a second system with planets in their home sector would have a huge advantage over someone that doesn't, and with the way range currently works in this game they might be able to use the second planet as a launching point towards a third system, increasing their lead. If the way range works is modified so colonzing a second system doesn't let you get passed your home sector
My first suggestion would be to look to make sure that you have the right options checked for when to show fleet battles. The various options are in the interface tab of the options screen. If that's not the problem though someone else will need to help you.
I don't believe anyone knows which 2 civilizations are going to be destroyed in the expansion. You're probally thinking of the caption for one of the screenshots which says "The Altarians are conquered but the resistance lives on!". That doesn't necessarly mean they are one of the races that are going to die. No matter which race dies, they will still be playable in the expansion pack. They won't in gc3 though.