1) you already can. ("upgrade all ships of this type" button) The problem with that is you still have to be able to click the 'upgrade' button to get to that dialog box. There are only two locations for the upgrade button - if the ship is highlighted on the map, it's in the central info box. Or if you double-click the ship (and it's not on a plan
crickel
This should be a thread for things you want to see in the main game, rather than in the expansion. I can think of two things off the top of my head. 1. Being able to upgrade a ship while it's sitting on a planet. 2. Being able to buy buildings and ships directly from the Civilization Manager screen. Wouldn't take much, just an icon with a tooltip that'll tell you how much it would cost.
I saw one in my latest game. Unfortunately, it was on an enemy planet. So I bloody well took it over. My own empire had almost no bonus tiles of any kind this go around, so I had to take all of them that way.
The mini-freighters are defenseless, whatever you do to them Dang, and here I thought I was stumbling upon some unforseen feature of the game. It would be rather cool if those freighters inherited weapons while on their trade routes. Would give yo
It was in fact the network, Comedy Central, that insisted on the censorship, and not the FCC. (For once.) The FCC has many legitimate functions. Censorship is not one of them. The FCC website itself states: [QUOTE]The formal charge of Congress to the FCC can be summed up in less than 30 words – ensure that the American people have available, at reasonable costs and without discrimination, rapid, efficient, Nation- and world-wide c
I'd be interested in seeing just how that dang Military Might rating is calculated. I don't have hard numbers to go on, but it seems 'more sane' this go around. In 1.0x, I ended up mopping up most of my galaxies with just one fleet of ships. My military rating was in the tank, everyone hated me, but I didn't lose more than one or two ships, while taking out multiple opposing fleets. One of the big sticking points is it really does seem like
Does anyone know what the lady is singing in the opening theme? I can't even make out clearly what language it is. Or if it even is words. It sorta sounds like it, but... crickel
Technological advance is an inherently iterative process. One does not simply take sand from the beach and produce a Dataprobe. We use crude tools to fashion better tools, and then our better tools to fashion more precise tools, and so on. Each minor refinement is a step in the process, and all of the steps must be taken. ^ ^ -- Chairman Sheng-ji Yang, ^ "Looking God in the Eye" crickel
I don't have any particular stand on this issue quite yet. I can see points on both sides. Let's take a look at the hard numbers of this, though. Your initial colony has an industry value of 12. Assuming that you don't have any bonuses to production, racial or otherwise, this means that on 100% spending, with 100% allocated to social, you get 12 points worth of building accomplished. Costs and production for structures: Basic
I don't have any particular stand on this issue quite yet. I can see points on both sides. Let's take a look at the hard numbers of this, though. Your initial colony has an industry value of 12. Assuming that you don't have any bonuses to production, racial or otherwise, this means that on 100% spending, with 100% allocated to social, you get 12 points worth of building accomplished. Costs and production for structures: Basic
I made up some logos based off of pictures from Invader Zim. I'm not entirely happy with how I did them, though. Any suggestions or comments would be helpful. The main problem is that the Invader logos are... well. Black. Usually displayed prominently on a bright red solid background. I thought about putting them in red squares, but didn't think that'd look particularly good. And red circles would make them look like badges or something. I t
I was testing for any odd behavior on the part of the AI with regards to sending colony ships to unexplored planets - which I failed to find. I tripped over a few other things, however, in the process. 1. I was playing with the Arceans on the map. The Arceans loooove their constructors. Seriously, you can hardly play a game with them without having them set up 'minefields' of starbases. <img src="smiles/Smile.gif" border=0 ALIGN="ab
But like I said, I loaded up the game in the debugger, played for quite awhile (I was up until 6:30am incidentally) and looked into this. I saw no evidence of cheating and in fact, I saw some flaws in the AI colonization which you can see in there. Mmm. I was up to 6:30am, too, but that's just because my sleeping schedule likes to run on 26 ho
To validate that test it is claimed that the player saw ALL of their scouts. It is flawed. In order to see the planet in the first trial, the AI would have had to have started out with a scout on turn 1 and flew it past the system, then back outside of my sensor range. This is impossible, since you do
This issue is not hard to resolve because of what he says. Just use the cheat mode, unhide fog of war and watch. You will see the AI send scouts around FIRST. Which, in my test games, I shot down. Every single last scout that came within my hugely extended sensors fell before my interdictors. Their sensors had no chance to de
So, I ran another test! 1. Started a new game. 2. Proceeded to Sensor net my sectors. Found one habitable planet in the vicinity on turn 2, had it under constant surveillence by turn 3. 3. Destroyed all scouts with fast interdictors before they got anywhere close to my home system or the nearby system. 4. A Korx colony ship bee-lined directly to the habitable planet. Notes: I gimmicked my ships a little so that I co
But there could other explanation: - the Arceans flagsip enters a wormhole and ended unnotice in the player space. Then it manage to escape unnoticed through another hole - the AI had send a colony ship blindly. The main problem is how to exactly know the precise destination set for the ship
Heh. Not to be picky, but that wouldn't make a whole helluva difference. I don't care if you have 10 legions of spearmen. One Panzer takes them out. Even if it runs out of ammo and has to squash the remaining guys. Amusing point of note. You don't have to destroy a tank to render it useless in
Okay, so I tested it. Here's a summary. I started a new game. Gigantic map, frequent stars, rare planets, rare habitable planets. I set the scenario to Accellerated Start so as to get a leg up - you get 10,000 credits to start and a bunch of techs, including Warp Drive, which I needed for my strategy. So first turn through, I created two classes of ships: The Sensor Bouy, which has 15 sensors and moves at 4. And the Interdictor, a small craft which has a single laser and tw
Actually, they're not always used up. If you attack with your troop transports in a fleet, then as long as enough soldiers survived the attack to fully fill a transport, that transport will stick around. Let's say you had 3 transports in a fleet, each holding 1000 troops. In the battle, 1200 troops died off, leaving you with 1800 surviving. That's enough to fully fill 1 transport, so you'll end up with one fully filled transport r
So I was digging through the game folder in My Documents last night and found the following tree... Galciv2\Mods +---Data +---Gfx +---Screens Under each of these is many more folders, particularly in the Data folder... But I still don't know how they work. crickel
Okay, so you teased us about it in the update! How's it work? I would love to do some mods, and this sounds like a very good feature! crickel
I'll throw in my two cents here, with a direct observation from one of my games. The situation was thus: it was early in the game, after the scouting rush, during the colonization rush. I, being a research mogul, had already researched a couple of levels of sensors and colonized a pair of planets to the North-west, making contact with an AI to the north-west. There were a pair of very nice uninhabited class 15 planets to my south-east, so I quickly deployed a sensor craft loaded with
I'm not sure if I should actually term these as actual 'bugs'. The true bugs I've encountered have almost all been reported already. The only one I've encountered that's quite obviously bug was a CTD I had - but that was when I quit the game, so I'm really not terribly concerned. I haven't had the game crash otherwise. However, the following items are certainly inconsistent behavior that doesn't s
Frustrating, isn't it? I noticed similiar behavior, and I think I've nailed it down to a simple point of fact - the 'military strength' isn't correlated with actual military strength, but apparent military strength. I think it's tied to either how much you're spending to maintain the ships, or the total hull size you're fielding. Either way, the AI still doesn't look at how many planets its lost, or how many ships its lost, but only at its current strength, compar