This has been a great read thus far, hope to see it continue. Having been playing a lot of Civilization V recently, this AAR really helps me appreciate how much more diplomatic manoeuvring you do in Gal Civ 2. What difficulty is this game on?
Quitch
I had the same problem, but once I deleted "C:\ProgramData\Stardock\Twilight\sig.bin" I had to ensure that I ran Twilight using Run As Administrator, otherwise the .sig file would be recreated without me being prompted to enter any registration information. This is on Windows 7 64-bit.
@Wyndstar I thought defence was rolled just like attack. Is it really static? I'm sure that's not right. The only point I'm confused on is whether it's correct that an attack can be from 0-max while defence is from 1-max. Anyone know for sure?
Heh, it'll be figuring out the exploits next
So there is... and the Download link therein is bust
I believe the collector's edition ship parts used to be on the site as an available download, possibly based on whether your account had a CE key or not. I recently reinstalled GC2, but used Stardock rather than the DVD and now want to add the CE ship parts. Except I can't find them anywhere. Help!
The natural abilities slider is at +50%, doesn't that mean it's not operating at human level but rather gaining advantages over you? Also, the + in front of the economic and CPU slider are misleading, and by misleading I mean they're wrong.
SR2 is just one of those incredible games that will be called a classic a decade from now. It manages to meld so many gameplay types, each imperfect yet all coming together perfectly. At one point I liberated a system from the Dominators along with a military expedition, landed on a planet and was offered the chance to take part in the ground war. I accepted, up came a really fun RTS mini-game, and for an hour I was no longer playing a turn-based (simultaneous turn-based) space game (an
To those asking, the button for enabling the "intensive" AI thinking has been included and is on the first screen when you create a new game. As to what it does, AFAIK it basically allows the AI to spend longer thinking, and new algorithms are introduced which can be used now the AI has more time for processing.
Nope, the AI is not scripted so it's not possible to mod the AI. Why not introduce a variable into all the big equations, add * X on the end of everything and make X 1. Then allow people to fiddle with those numbers, like "AI Aggression" which is the distance to neighbours equation or something. The ultimate test of clean code <img s
More incrimental "refinements" to the interface. Evidently this game wasnt ready to release when it was. By all means, continue developing the godamn interface...people are much more interested in that then say...new playable content. Um, well, IMO improvements to the UI are the single most important element at this point in time.
What we're seeing here is the multiplayer crowd vastly overrating themselves in terms of their importance, as per usual.
Well, from checking out the races on each level of difficulty their intelligence are a combination of... Challenging - Normal / Bright Tough - Bright / Intellignet Crippling - Bright / Genius Masochistic - Bright / Incredible Obscene - Bright / Incredible Suicidal - Bright / Incredible Actually, each difficul
Not interested in multi-player, I just want more depth to the game than exists now, so more features is good, but real integral features, not eye candy stuff. I want more tech options, I want diplomacy not tech trading, I want more civs with real differences between them, I want a deeper ground war, I want carriers and the ability to capture, I want to bombard planets from orbit with all the repercussions that brings (class 0, considered an evil act, etc.) and so on. Depth, depth and
Yep, I sure do hate people that try to improve the game, and damn them for realising that a single incorrect comma can change the entire meaning of a sentance. Bastard!
It's a start, but I can certainly think of a lot more obvious changes or additions required before the UI is truly friendly and easy to use https://forums.galciv2.com/?ForumID=274&AID=111357 I've identified a further 20 or so issues since forming that list of 48, but there's not much pointing stopping my game to keep taking notes until some of the issues I had listed are fixed.
Since people don't submit their losing games, or even both finishing them, the metaverse does become rather meaningless. Well, not meaningless, but it's about as accurate as a blunderbuss.
Note: Option I also find gigantic maps pretty easy, as noted by many, the AI simply loses all agression, or declares war and never shows up to party.
An RTS is a real-time tactical battle (Supreme Commander might take it to the strategic level). GalCiv2 is a 4X game 1. eXplore 2. eXpand 3. eXploit 4. eXterminate You control an empire and deal with it on the strategic, not tactical level. The game is turn-based, meaning I go, then player 2 goes, then player 3 etc. Rather like Snakes & Ladders, or Chess. While RTS rewards good mouse skills, the ability to work in the momen
Both Arceans and the Torians seem to do rather well in my games.
I admit to using tight clusters, but I didn't know it made the AI 'weaker.' However, I am guessing making the AI 'harder' by using no clusters doesn't boost my metaverse score at all, now does it? IIRC, Brad mentioned in a previous journal that tight clusters are worth less points on the metaverse.
I'm surprised the game didn't have greater mod support sooner, because you're right, an AI which automatically takes into account any change rendered by a mod is a rare and beautiful thing. This is how AIs SHOULD be, opponents which work through algorithms, not scripts. Humans have the advantage that they build scripts from their algorithms and then apply them to familiar situations, which is why we get faster at playing the game. It's a bit unfair though to lay so much blame at the
@Linuxman6 What he's asking is HOW does Linux and Unix handle memory better? It's just one of these things people say, yet no one every says way, probably because no one actually has a clue they're just thinking "Unix/Linux = Better". Likewise with stability, I don't think they're more stable. They can often recover the GUI in a rather more graceful fashion, thanks to it not being hooked into the kernel, but Windows offers a lot of options to try and stop one element of the GUI aff
Tough = Intelligent. I believe Painful = Gifted.
The AI tends to be a lot more aggressive on smaller maps, you might find the going easier on Gigantic maps.