Ostsol

Ostsol

Joined Member # 2394405
8 Posts 232 Replies 6,300 Reputation

Can someone explain this a little bit, I'm a little clueless here It means that when you add an influence module to an influence starbase, its effect on your influence border will be immediate.

53 Replies 70,120 Views

I saw #2 alot in a recent game. The stack of death was just 5 parsecs from a planet I had recently captured and instead of trying to overwhelm me -- which probably would have been successful -- only one fleet at a time approached me.

4 Replies 7,292 Views

The poster's comments were rife with ignorance. Intense compatibility testing -was- done prior to release -- but that's honestly never enough. Computers are far too varied in configuration to cover all bases. Add to that the practically infinite combinations of software installed on the system that might interfere with the game's stability and you have a no-win situation. The game upon release was quite stable, so long as one has a system that is relatively clean and has the latest

31 Replies 24,271 Views

*Sigh* i've posted this thread a dozen times over... i get them too, but at random times during the game and sometimes with an IRQL_NOT_LESS_OR_EQUAL message. I don't think that's a game error. IRQs are only accessed at the driver level.

9 Replies 4,703 Views

A planet's population cap is based on its quality. The GalCiv2 wiki has all the details. To figure out the number yourself, take the cube of the quality plus one, and multiply the result by 0.02. For example, a Q5 planet. . . 0.02 * (5 + 1)^3 = 4.32 billion

3 Replies 6,958 Views

I have seen more than 4 in a sector, but they belonged to different races. So I'm curious as to if it's really 4 starbases per sector belonging to 1 civ? Yes, it's four per civ, per sector.

9 Replies 8,719 Views

Within the first couple weeks after release it was mentioned by the devs that if you're going to be alt-tabbing alot, it's best to simply run the game in windowed mode.

17 Replies 16,145 Views

Most techs are relatively easy to get if you dedicate yourself to getting it. However, in doing so you sacrifice your progress other areas of research and colony development. It's a tradeoff.

34 Replies 32,185 Views

The population of a world does not affect industry except insomuch as it produces tax revenue with which to fund said industry. In general, however, population and industry are totally separate. The population of a world is capped by the amount of food that it produces, but also by a hard limit that is based on the quality of a planet. The formula for this hard limit is as follows: 0.02 * (PQ + 1) ^ 3 As such, a PQ10

4 Replies 6,206 Views

I think the minimum is 1024x768, but you could try manually altering the prefs.ini file in your "My Documents/My Games/GalCiv2" directory. . . No guarantee that it'll work, though. . .

12 Replies 6,502 Views

Weird. AFAIK you cannot buy more than one project on a single planet per turn. Subsequent turns should be no problem, though. When you buy a ship it should appear the next turn. Just don't switch the shipyard production until then.

4 Replies 3,031 Views

I find that they generally do decently, though no more or less so than other civs. They do annoy me more than others, though. I usually play Terrans, so their little speach about how Terrans are almost like them so its a matter of course that I be conquered kinda irks me.

7 Replies 7,833 Views

Huge galaxy, common habitable planets, tight star clusters, normal research, and everything else set to occasional. I allowed all types of victory. Five AI's: Yor, Drengin, Altarian, Torian, Thalan. Skill level set to "Tough". I played the Terrans with a Federalist government and throughout the game chose to follow a neutral ethical path. As the game started I noted that starting positions weren't all that bad, so I didn't hit ctrl-n e

0 Replies 2,977 Views

You shouldn't have to reboot to play a game... memory leaks are an unfortunate and aweful side effect of using C++ to code something Bah. . . Memory leaks occur just as easily in garbage collected languages, too. In C++ you have to remember to deallocate memory. In garbage collected languages you have to

19 Replies 12,978 Views

Sounds like the invasion bug. . . Every-so-often an invasion will result in a trillion people suddenly appearing on the newly conquered world. This produces a monstrous amount of influence which often envelopes a large portion of the map. The next turn the population gets truncated down and a couple turns after that the influence dies down, too. Saving and reloading also fixes this problem. It's probably fixed in the upcoming 1.1 patch.<

15 Replies 12,212 Views