I vote L1A1 . Modified UK version of the FN FAL. Almost got my marksmanship with this beauty.
treborblue
This BUG has been annoying me for a while. Miners not auto mining. I have searched the forums, found similar problems but no definite fix. Example scenario. 3 mines near home planet. Set miner to auto mine. Miner goes off and mines the asteroids. After a while message "miner xyz cannot f
[quote who="mittens" reply="2" id="1928275"]What do you mean by "no save?" As in the functionality to save a specific governor out for later use isn't in or when you save your game the governor list isn't retained when you load it back up? [/quote] The ability to save a governor for later. This is what I mean. As The Watcher states it would be really useful to be able to load previous lists. Another slightly annoying quirk. If you colonise a planet the same turn a
Checking out the planetery governor. Project order can be altered now and works as per order. Still no save though. But, If you start a new game from within a game, it is not cleared. Clearing causes a CTD.
Speaking of Sea Moss, I had a guy come into my (ex)shop with his non booting PC. When asked what the problem was he replied "It wont boot, I`ve tried everything, I`ve even reset the CosMos back to the default settings !"
missing something obvious.. having created a Govenor build list how do I tell colonies to follow it? Go to the planet in question, select details, select govenor. A drop down list will appear. Request; can we have the "Govenor build list" selectable from the colony screen please.
Planet govenor order build queue bug ? Cannot alter the order of the list. Reverts back to the order it was clicked in. e.g. click - moral, factory, econ. Will build econ, factory, moral but you want - factory, moral ,econ. Built in that order. Altering the order doesn't work. You have to click - econ, moral, factory. Does that make sense or am I confused (probably) ? Also , I had hoped you wou
Anyone know how the planetry govenor is supposed to work ?[e digicons]8(|[/e] I don`t seem to be able to alter the build queue order . It reverts back to the order you click when creating a queue. I sort of hoped it would be selectable from the colony managment screen.[e digicons];P[/e]
I was re-installing TA anyway I went out, came back half hour later @ 7.00 pm GMT Hey presto nice new beta to try out. Any link to change log yet ? Dont want to miss any features[e digicons]:grin:[/e]
Starbases are really annoying to upgrade period. They are one of a few narks of gal civ2. imo Micro nightmare. They should be like the trade routes, set up a logistics route to ferry goods and equipment. When new technology becomes available for the starbase, upgrade (optional) with the next ferry. At a cost. The further away the longer it takes. Etc. I hate the starbase micro nightmare so much I have stopped using them. Steps off soap box, goes b
I just down loaded the latest version 1.7.4.15964. It worked ok for DL and DA but when I selected TA it just crashed. Now it won't run at all X-( Any ideas ?
Can someone explain why we need inflation with research ?
After several frustrating games of TA I have abandoned it. I have gone back to DA. Haven't played DA since the first TA beta. Although I miss all the good new features of TA, I have to say that DA plays so much better. Everything seems quicker paced. The AI seems more agressive (but dumber). The economy is easier, which means you can go to war much sooner without worrying about going bust. The tech trees arn't broke. ;) It just seems more fun. <
In my current game interstellar governments started off as 155 rp. I researched up the research path then returned to governments. Now interstellar governments cost 415 rp. I had a 40% research bonus. Started a new game with no research bonus.
I've had it once or twice. The last time was with a space miner not moving. This is what happend; Space miner goes into standby. (no more asteroids) Move miner off asteroid, so you can redirect flow. Put miner into standby. Research next mining tech. End turn. Missing turn button. Space miner has auto path but doesn't move. Clicking stop auto on space miner sends miner off on auto. Turn button reappears.
[quote]Basically, follow my reply #10 above, but tailor it for Twilight. The exe is "TALaunch.exe" and the Path will be "C:\Program Files\Stardock\TotalGaming\GalCiv2\Twilight" (or whatever your specific path is). -HM[/quote] Ok got it, worked a treat Thanks Hollow Man
All of my games work fine no problems. All updated etc. SDC reports DL, DA and TA installed fine. Impulse reports DL, DA but TA is not installed but available. How can I get around this problem without re-installing via impulse. Is there a regkey hack ?? Thanks in advance
I get exactly the same problem, TA available under Impulse even though its installed and working fine. The micro updates have benn answered in another thread [link="https://forums.galciv2.com/310234"]WWW Link[/link] any advise ??
I installed TA via SDC no problems. Thought I`d migrate to Impulse. Impulse reported different file versions for DA and Sins. Upgraded, but nothing was installed. It also reported that I don`t have TA installed, but I do. I don`t want to download it again if I can help it. Any advise ?
[quote]Its only £15 in UK![/quote] I pre ordered my copy, it cost just £12 !!! I felt so guilty ;p I bought Sins as well :LOL:
[quote]If you're playing TA, there's an auto design feature you may want to look into.[/quote] I have tried this but it isnt cost effective. e.g. I researched up to plasma II ( i think the beam that gives you 2 damage) but the auto design insisted on building a defender with 8 kinetic stream IV, giving me attack 8 cost over 400 (cant remember) I can build attack 10 using 5 plasma II at cost less than 400. So I turned the feature off. Shame b
I have seen this as well. Im playing as the yor in my present game, and I have to go into the templates list to build defenders. As soon as you research 'interstellar construction' or the race equivalent, you should have defenders available. When I researched medium hulls , the small hulls were visible but no medium hulls. This happens with some races but not all. Can't remember which.
Playing as the Altarians, building the Doomsday generator. I got invaded on said planet. Obviously this improvement was demolised for the invading race (the all conquering humans). The very next turn I took back my PQ26 planet (the very nerve) But I couldn`t rebuild my Doomsday generator. Now I am slightly miffed. I have put up with your politeness for too long , prepare too feel my wrath from the wraith MK II. I don`t kno
[quote]Another effect is that you are handicapping small vessels in favor of the larger ones[/quote] This is exactly what I am trying to acheive. [quote]I don't mind if large ships would be more powerful compared to small vessels if only because you need to spend research points on the larger ones. The effort should come with a bonus[/quote] There is nothing stopping you from filling a large hull with smaller cheaper weapons to maximise firing solutions. In fact t
[quote]I'm not sure whether this will change anything but the balance between small ship and larger ones. It won't necessarily encourage balanced ships in either size category. One possible way to alleviate this could be to have a HP tech tree (in my humble, amateur opinion). One of the reasons defenses become less useful is because at high attack/defense versus HP ratios, a slight discrepancy will get your ships blasted out of space anyway. More HPs means a bad defense roll can be cush