CommanderGizmo

CommanderGizmo

Joined Member # 2428161
88 Posts 496 Replies 574 Reputation

I was thinking it would be nice to have a very small chance that improving tiles with terraforming techs would generate a new bonus tile. This would add another level of interest to my colony planning, as well as act as a mega event on the super extremely rare event that you suddenly discover a precursor mine on your manufacturing capital.

382 Replies 105,610 Views

[quote]worlds lower than that, even if you have the Neutral Alignment/Terraforming Techs that instantly upgrades them.[/quote] Can you clarify that statement for me? Are you refering to bonus tiles as in % upgrades such as a precursor mine, or just extra tiles such as those that are terraformed? It seems like I have definatly seen the laster on worlds under class 6. In fact, I think it has been quite some time since I've colonized a planet under 6 that couldn't be terraformed

10 Replies 11,365 Views

Judging from the overwhelming response to this issue, I assume it is not effecting a wide range of people. That being the assumption, any ideas from the devs on how to fix it? This is a real game killer.

10 Replies 5,564 Views

[quote]Maybe some sort of ship module to support such actions? Something like the fleet support devices so that not any old ship can whallop a planet.[/quote] I rather like that idea. It would take a fleet of ships to do the damage that way. The game could calculate how much damage a ship could do per turn based on the quality of planet vs the attack strength of the ships and the quality of module. One would then have to actually devote resources and time into the whole process of bom

6 Replies 7,732 Views

I would still like to see some of these simple UI tweaks put in. https://forums.galciv2.com/166008 Surely others think this would be nice too.

0 Replies 1,178 Views

I would love to see this feature as well, but if I'm not mistaken it would require an additional thread to do the loading asynchronously. That might not be all that simple for them to code in depending on how their loading system works now. At any rate, it would be nice to have!

9 Replies 9,721 Views

I tried out a terror star the other day. Very cool! I was wondering though, why did it not ask my permission first before nuking the system? What if I picked the wrong one, or sent it across the galaxy by mini map and just happened to chose a star on accident? Anyone think it would be nice for a window to come up saying, "Are you sure you want to wipe this worthless system from the face of the galaxy forever?" Maybe we could even have a big red button with flip cov

5 Replies 3,824 Views

I havn't seen this bug reported yet, but I may have missed it. When limiting the victory conditions in the game, the AI seems to get confused about what is allowed. I just tested this with the latest beta 6c and the problem still exists. When disabling everything but Alliance and of course Conquest (since you can't disable it, right?), the AI disables everything but Research and the flag (Influence?). This results in another bug. The AI does not build much millita

10 Replies 5,564 Views

Maybe I'm just dense, but I can't figure out how to limit a search to a specific area of the forums or use boolean strings. Without these features it seems rather pointless to even have a search feature in my opinion. I can't even manage a search for any posts about the issue. How am I to search for bug reports already made if the function is so limited? If anyone can show me the way, please do.

2 Replies 9,134 Views

It would make my life much easier if I could right click the technology tree background to toggle the less/more option. This would allow for quick toggling between the full view and details at a whim while exploring. I am hoping such an ability would lessen the need for a more streamlined interface there. If this was done, it would be necessary to[I] not [/I]center the tech tree view back to the currently selected tech when changing the less/more option.

0 Replies 956 Views

I am having a simular issue, and while I really like Stardock as well, must confirm that the appearence is that support did not actually [I]read[/I] my email, but simply responded to the general catagory of 'metaverse posting error'. I would like to follow these instructions myself, but when trying to reach the metaverse account I am told 'System.Web.HttpException: Login Required'. At no time am I permitted to enter a login since I am already logged in. I would of course log o

6 Replies 5,546 Views

Is the poll closed? I am not able to vote so I assume that it is. Not that it would make a difference anyway since I was going to vote with the 90% that said wait.

166 Replies 105,732 Views

- The textuers of some window elements (ethical choices, research finished, etc) seem a bit too transparent. The textures behind the choices in the screen shot make the transparency look like a mistake.

382 Replies 105,610 Views

[quote]I have tried the all labs approach and it can be very difficult to get up and running since you can never be above 25% in production.[/quote] Hmm... I havn't had this problem. If I devote one tile to economy on each world, I can run at 100% the whole game and still make a pretty penny. I've also found that focusing on production, I get nearly the same build speed as when I used a 50/50 approach. I'm usually just a turn or half turn behind my usual.

25 Replies 13,526 Views

I have tried, but cannot find a copy of SC2 anywhere. I miss that game. Anyone know where one can be found?

6 Replies 3,338 Views

I'm a grown man, but every once in a while I get excited enough about someting to want to ask "Are we there yet?!" over and over. [size="5"]Isn't it Teusday yet?[/size]

64 Replies 22,595 Views

[quote]Forcing you to not half, but quarter your production isn't a flaw? Do you have any kind of official statement saying its not a flaw? Or are you just spraying shit all over and hoping it sticks?[/quote] Being a flamer does nothing to address any issues you want resolved. It just makes us want to ignore you or treat you as a child. 1. This has been addressed many times and is a design aspect of the game rather than a flaw. If you take the time to read the post you linked

21 Replies 16,467 Views

[quote]True 'planet quality' only exists in galciv1. DL or DA all have the same planet quality with the same number of tiles. The only difference is that developers are too lazy to build anything on various tiles because of various lame excuses - and they call it planet quality?? [/quote] Would you care to elaborate on your flame? I'm not sure I'm seeing the same thing you are.

20 Replies 13,061 Views

Since I like to build a massive economy early in the game (dangerous strategy, I know), I typically just buy all my dreadnoughts. 10-20 of them is usually enough to win any war I get into, and they can be bought in 2 to 4 turns without too much trouble most of the time. Seems to be the most effective strategy so far.

7 Replies 6,174 Views

[font="Georgia,Times New Roman,Times,Serif"]Here are a few things that I think would make my life easier and save my poor fingers a few thousands clicks.[/font] [font="Tahoma,Arial,Helvetica,sans-serif"][B]--->[/B]When placing improvements on terrain tiles it would be nice if double clicking a tile placed the currently selected building. [I]Really nice[/I]. [B]--->[/B]Be able to sort civ manager colonies screen by defended planets. When many planets divert to your control (fo

1 Replies 1,935 Views