I'd love it if they fixed the on-line activation so that will actually work in WINE. The game runs great, but the activator does not. Getting GalCiv 2 and Sins of a Solar Empire running on anything but Windows is MUCH harder than it needs to be, needlessly so.
Clocknova
Here is a list of suggestions that I have made over the years, some of which could be by applied to GC2, and some of which would probably need to wait until GC3: 1. My personal #1 is still the constructor grind. For the love of god, please allow starbases to self-upgrade. Upgrading them should be a simple matter of queuing up modules, much like queuing up planetary improvements. You could, perhaps, leave in the ability to use a constructor t
I'm afraid you're out of luck when it comes to running GalCiv2 in Crossover. I used to be able to run it just fine, but it seems that whatever changes Stardock has made to their product activation system are completely incompatible with Crossover. I'm no longer able to activate GalCiv 2, either manually or via Stardock Central. Every time I try, I get an error claiming that the SID cannot be read. From what I understand, that has something to do with your hardware and
Then can you give me another alternative so that I can update my copy? This is silly. I'd hate to have to resort to piracy to apply an update to a game I own.
Please make the GalCiv2 update available either on Stardock Central or as a standalone download. I am unable to install Impulse into a Crossover Games bottle as it requires .NET, which cannot be run with Crossover.
That's a problem, as Impulse requires .NET, which cannot be installed into a Crossover Games bottle. Stardock will have to make the update available some other way as well.
Update still not available on Stardock Central, despite the announcement of its release. Waiting patiently.
Next Monday was yesterday. Where's the next announcement?
I'm running GalCiv2 in Mac OS 10.5 using Crossover Games, and it actually runs pretty well, with only occasional crashes. Now, I know you guys don't support this yourself, and no one really expects you to, but perhaps you could help me by answering one question. The only real problem I'm having is that the main font that the game uses for dialogue boxes and such seems to be missing from my Crossover bottle, and I need to know what fonts GalCiv2 uses so that I can pull them from my
If you don't have it already, you should go out and get a copy of the original Dungeon Siege. Next, you should never actually play it, because by itself it's a pretty lame game. But you can download the remake of the classic RPG Ultima 5, which turns Dungeon Siege into one of the most engaging RPGs I've played in recent years. Best of all, DS can be bought for next to nothing, and the U5 remake is free. Check it out at [link="http://www.u5lazarus.com"]www.u5lazarus.com[/link]. Even
[quote]As one of the few Mac users that works at Stardock (oh no! those exist! no waiz!), I feel like I should do my shpeel...[/quote] How about getting to work on a Mac version of GalCiv2 so I don't have to boot into the horror that is Windows anymore for a dose of gaming bliss? So many other companies are doing it. Please.
Wow. You Windows/Linux guys seem to really have something to prove. Jobs worse than Gates? That's a good one. Guess I'll just go back to enjoying my operating system, interrupted only occasionally by having to boot into Windows (shudder) to play GalCiv2. Why don't you guys just enjoy your own operating systems and shut the frak up. No one cares whose is bigger anymore.
My current game (lots of time put into it) appears to be completely lost as I've hit a CTD that I can't avoid. Every time I process this turn, it crashes just after the other civs complete their moves. I tried going back to a previous autosave, but it still crashes every time it gets to the current turn. I have no idea what is happening to cause the crash, but I know I cannot continue my game, which annoys me to no end. I've just emailed the debug.err, savegame, and Smart Exception files to t
I'm playing TA and have noticed this oddity. Early in the game, I got the event where all civs get a major economic boost and tax revenues go through the roof. I know that this is supposed to be a temporary situation, but in my current game, it has been going on endlessly for a huge number of turns, how many I don't know, but it has been much longer than I think it should. I've been running my economy at 100% with an 80% approval rating and an income of more than 2000 bc all th
Sounds great. There are, of course, still a few things that could stand to be tweaked. My personal #1 is still the constructor grind. I understand if you don't want to make starbases self-upgradeable, but would you at least consider making starbases automatically a really point as soon as they are created. I build lots of starbases, and having to build create and name the corresponding rally points for the constructors to find gets to be a pain, especially since the rally point into window s
For some reason, scouts no longer have the ability to auto scout. They have a greyed out button labeled "construct," but the auto explore option is gone.
For some reason, scouts no longer have the ability to auto scout. They have a greyed out button labeled "construct," but the auto explore option is gone.
It's been said before (by me) but I want to say it again: Make the United Planets useful and meaningful. Right now it is virtually useless. Give the player some real influence over the council. Using Sid Meier's Alpha Centauri as a model, allow us to buy/influence votes, introduce bills, broker deals, anything. And give the government choices some meaning as well. I hate to make the obvious comparison, but SMAC and Civ IV do this right. You don't need to copy them, but mak
This is something that never made much sense to me. If the humans developed the FTL drive, and the other races aquired it from them, why is it that all of the other races start off as 'unknown' to the terrans. I mean, they always start out first contact by thanking the humans for the FTL drive, but that seems to imply that they've already had contact. What's up with this? The way I figure, the Terrans should always start a game with at least one other race already discovered; the Alt
[quote] What happened to the Constructor Manager that was promised for this patch? Why was it not included? I've had to stop playing GalCiv2 because managing constructors and starbase upgrades is so tedious. When can we expect this feature? That will be in 2.0. [/quote] Argh! More waiting. But it will be worth it. Thank you for not dropping the feature entirely. Those of us who
Yes. That's a rather clunky way to implement this much-needed feature. How about a governor that can keep track of every starbase, letting you set how far you wish to upgrade it, then automatically routing all constructors to multiple starbases at once. I should be able to plan out in advance what upgrades a starbase will get so that I don't have to decide on an upgrade for multiple bases many times each turn. When you have 30 to 40 starbases, all in varying states of construction, and just
What happened to the Constructor Manager that was promised for this patch? Why was it not included? I've had to stop playing GalCiv2 because managing constructors and starbase upgrades is so tedious. When can we expect this feature?
Here's what I had to say in another thread about the espionage system: It seems to me a bit unrealistic that spies are automatically detected when placed on a planet. They must be pretty inept at remaining under cover! How about making it so that you have a certain chance each turn to detect the presence of an enemy spy? That chance could be based on many things--morale, government type, tech level, etc.--but a great idea would be to establish a new branch of the tech tree that deals wi
My utility ships (colony, miner, contructor, scout, etc.) tend to get very utilitarian names, like "Colony Ship." I see no real reason to get fancy with ships of that type. Warships, going from tiny up to medium hulls, get an interesting-sounding classification, but keep the names they are given at creation. For example, in my current game, my medium-hulled destroyers which I use to patrol my space are designated "Spartan class." Each individual ship just gets the name "Spartan" plus
Here's my idea for improving the current espionage system: It seems to me a bit unrealistic that spies are automatically detected when placed on a planet. They must be pretty inept at remaining under cover! How about making it so that you have a certain chance each turn to detect the presence of an enemy spy? That chance could be based on many things--morale, government type, tech level, etc.--but a great idea would be to establish a new branch of the tech tree that deals with espionage