Draknost

Draknost

Joined Member # 2387146
23 Posts 201 Replies 3,480 Reputation

I really would like to see a tech tree with each item a hyperlink to a pop-up that told exactly what each item did. That way, you don't have to change the appearance, just link the names, and allows the player to look up what each item of the each tech does at their leisure. /signed Serio

23 Replies 12,965 Views

I think they reason that they 'phoned you up' to tell you they were surrendering to the Drengin was that you were allied with them. Perhaps they didn't know/care that you'd saved them from the Drengin by redirecting them many times, and even though you were on good terms with them, you were also on good terms with their hated enemies. Look at it this way, you're good friends with someone IRL, and then one day you're walking down the street

19 Replies 17,409 Views

Well, city lights is a legit complaint in my opinion, althought a really really minor one. I recall reading a StarDock post before the game came out that specifically talked up the randomly generated land masses and city lights on the dark side of the planets as an 'attention to detail' feature that I really liked. In fact, everyone I spoke to regarding this game (praising the heck out of it to them) was impressed with that feature as I specifically

22 Replies 30,526 Views

It looks like it is in the modding section to me. The forum automatically dumps all posts in GalCivII forums in a feature known as 'fubar the hell out of the GalCivII forums and make them useless'. They also keep a copy in their original forum.

18 Replies 19,020 Views

I believe I've seen the devs talk about the timeframe involved in making new ship looks and the timeframe was fairly lengthy. As such, next patch is most likely out. Perhaps an expansion/later patch.

4 Replies 5,631 Views

My experience has been identical to MinionJoe's, all I've done is put the serial in when I installed the game and when I first hit the website to d/l patches. No registration has ever been required of me. So yes, it is a joke. A joke you're pulling, or you're clicking something wrong.

11 Replies 13,333 Views

Tip : Those small ships that are getting killed by bigger and better ships can be greatly aided in their fight if you build a military starbase and have put a few points into researching starbase offense and defense. You can get 'ship assist' offense and defense upgrade modules that will affect all friendly ships in their range.

5 Replies 4,937 Views

It is. The way the forums work they regurgitate all the posts in the GalCivII general forums, turning them into a gigantic mess that is impossible to sort through. They also stay in their original forum. This is a 'feature' that I feel should be kicked in the jimmy and removed.

6 Replies 6,907 Views

I sorfta make sense and it sorfta doesn't. I think it kinda unfair to the tech nerd becuase the nations thatlag behind can catchup with the advance nation very fast. I believe you're mistaken there. The nations that lag behind will research the first few techs to catching up with you quickly, b

6 Replies 5,215 Views

Well, if you play your cards right, you can make a swarm of fleas quite a force to be reckoned with. Depending on the level of resistance at different areas you might have to leap frog with this tactic, but it has proven effective so far in my gameplay. You want to build up about 6 or 7 constructor ships and bring them along with your fleet. Then build a military starbase and upgrade it with all the ship assist modules you can. I'm actually activel

17 Replies 13,149 Views

I kind of thought the old MOO1 turn basis of a year having more sense when empire building. Except that in order to make fleets/go to war/conquer someone with a turn being a year usually makes most wars 50 year affairs that require 10 years just to create a single ship. Weeks 'feels' more right to m

15 Replies 11,617 Views

What's even more irritiating is if you go into the ship build menu, select one of the two ships and click 'delete' they both disappear. While this initially seems GOOD, the bad part happens when you go to the 'quick build' menu, at which point the second one (that you can no longer delete) is still there, able to be built.

4 Replies 2,178 Views

Balls, I hit submit once and got a timeout error, so I went back and submitted again only to double post. Hopefully this forum doesn't suffer from the 'blue stamp' affliction in the WoW forums. "Blue stamp" affliction is when an official game poster posts once, at which point all offical game posters assume the thread is taken care of and never check it again. 'cuz it would suck for my bug report to go unnoticed again. <img src="http://images.stardock.com/gc2/T_DL/smiles/Ew.gif" bor

21 Replies 12,972 Views

I see it in the bug section, so you did. The way the forums work is that *everything* gets displayed in the GalCiv II general section, I think I saw someone from stardock mention this as a 'feature'. To me, this makes the GalCiv II general forums way to cluttered and hard to read. I wish there was a setting I could use to turn this 'feature' off. Anyway, I've got a bug to add to your list, with the hope of bumping this thread and getting

21 Replies 12,972 Views

I think the 0 movement next turn usually occurs if I created a fleet out of multiple sets of ships that have varying amounts of movements points remaining in the current turn. However, that is just a hypothesis, I haven't confirmed it. I've experienced this bug once, and it was done in exactly the ma

23 Replies 15,442 Views

Basically when you lose anything that had sensor capabilities for ANY reason, you still retain those sensor capabilities. Take a scout with huge sensors, zip it to the enemy's space, decomission it. POOF, instant permanent monitor of their area, with nothing they can do to get rid of it. Even if they destroy it instead of you decomissioning it, the only difference is you don't get the BC for decom, you still get the permanent sensors. This will also happen if you have a starbase that gets

7 Replies 4,544 Views

This is not a GalCiv II specific problem. I, too, have a GeForce 6x00 series card, the 6800GT to be specific. I *had* an ancient Logitech ball mouse that would lock up like this while playing World of Warcraft. The oddity about the lock ups are if I boot my PC from being off and only let what is set in startup run, then kill what I don't want in the background while I play, then go DIRECTLY into WoW, my mouse would be fine. If I so much as *looked* (Well, I really had to run it, but still) a

50 Replies 23,229 Views

I think the point to the cargo ship is that it has oodles of space w/out having to research hull types. Thus you can focus tech on weaponry and equip one of the basic hull types with a good offense.

8 Replies 5,984 Views

I'm drowning in a sea of stickies! Seriously, from the default view for the GalCiv II forums, there's only like ONE non-sticky post that shows up. If you click on the GalCiv II button that makes it show ONLY GalCiv II forums you'll see more than the stickies, but to someone that doesn't realize you *can* click that button that is just hitting the forum links from the main page, the only part of this forum they see is the stickies! I realize the stickies have some useful info in them, but is t

0 Replies 3,361 Views

I sure wish the downlaod version came with a manual.... It should have. When you click your shortcut that you got when you installed the game, it should have a few options other than 'play' one would be 'manual'. I also heard on the downlow that the manual comes as a .pdf file in the directory somewhere, so you might wanna look where you inst

8 Replies 6,558 Views

A life saver would be to not bother using the 'goto' command to launch your ships. A tip I learned is that the ship icon on the right hand side of your screen that comes up when a ship is completed will auto-launch and take you to that ship when you right click on it.

6 Replies 5,249 Views