Who needs Autopilot lines anyway. I know where my ships are going. A good leader knows where his ships are going! However, having the starbase range highlighted before you use a constructor is a must. Anyway, thanks for the hard work
Stanley Tarrant
You said it Mr. Lucky! Can't for the life of me figure out why they made the three sliders linked in this way. I spent like an hour trying to rationalize this myself. Oh well, in the few games I have played, it hasn't bothered me too much.
Ummmmmm. I noticed your medal for game difficulty or whatever says "cakewalk" You were playing on tough right?
Ahhhhhhhh! So thats how the economy works! Question: Why did you guys decide to do the economy that way and not be able to run everything at 100% capacity if you could afford it?
In the meanwhile.... after altering the tech XML file, universal translator requires blackhole eruptor, yes blackhole eruptor
Has anyone figured out if it is possible to tweak the tech XML file to make the AI not trade techs? Just wondering.
It looks like their is a dev on this thread. Please, is their a patch comming out to address the problems associated with unrestricted tech trading? There is an entire thread talking about how unrestricted tech trading is ruining Galciv 2.
I am just helping to add more weight to this forum so that Stardock seriously considers fixing the tech whoring problem. I am not a computer programer but I think the quickest and easiest way to do this so a patch can come out right away is to either simply allow an option to disallow tech trading or only allow the trading of researched techs. The "blueprints" idea sounds really cool, but also sounds like something that would take longer to program, which is not to say they could do it in a fut