I think there may be an ini file in one of the GC2-folders where the settings, including resolution, are being kept. Maybe it helps if you modify that file. Im not at home right now though and cannot look for the file.
ElZoido
I would say that MOO2 is easier to understand the dynamics of, but either game is great once you reach a certain level of understanding.
To introduce a race with such a background seems a nice idea (although that noble savage thing always seems a bit like too much romanticism to me). Balance-wise however, this probably needs a bit of work. Right now I'm afraid your race would just become too powerful.
Hey, so that other thread was from you? ;) So, regarding your questions, here's what I know about the matter (not that much I'm afraid): 1. According to what I read, TA uses less memory for textures, making it less demanding in terms of ressources. As my PC isn't that old and I don't play the biggest galaxies, I never really noticed, though. However, TA also gives you the ability to add rotating parts to your ships, which again can hit the CPU a bit (so better not use them too
I'd like to see modules or weapons with special abilities, e.g. a weapon that can imobilize the enemy (thereby reducing its defence/attack/times-it-can-fire-a-weapon...) or a weapon that does relatively little damage overall but directly damages components. This would make the combat more interesting and expand on the basic rock/paper/scissors system we have right now. Another thing that bothers me a bit with GC2 is the scale of the game: Time-scale seems
I'd say they are worth it. I think I picked up the two expansions for 20 euros about a year ago. Both add some new features, ToA (2nd one) also overhauled graphics and race specific tech trees and abilities. Especially ToA has a couple of issues some people have problems with (look for "thech inflation"). I can live with it though and am playing only ToA nowadays.
What you are pointing out is indeed a possible outcome, and certainly a more preferable one. In an environment like you describe it, money probably would loose some, or most of it's importance anyway. There is also an interesting essay by Bertrand Russel that touches the issue of abundance through efficient production: In praise of idleness Anyway the world is a
While I do not believe in the idea of the OP that any breathtaking anouncements will be made, there is one thing I feel I have to add to this discussion: [quote who="ansury" reply="19" id="2504456"] Now this is where I really have to disagree. If aliens have advanced technology such as a "replicator" that they are willing to share with us (doubtful), it would be a good thing! Sure there would be a lot of change and waves ripping through the economy, b
You're right about that. Also, isn't there a econ bonus, too?
The benefits for neutral that I know off are: Neutral learning center - pretty nice research labs Neutral trading - Improved trade A couple of diplomacy bonus techs? All tiles on your planet will be usable instantly once you research the necessary terraforming techs. I'm not sure about the weapon techs, I guess the description is wrong there, but maybe I just never noticed that some of the techs I had are due to allignment. If they exist
Hello! 1. If you click on an enemy planet, the info for this planet wil be displayed in the info panel on the lower end of the screen. That includes the ships orbiting this planet, just like it would when clicking on a planet of your own. 2. see 1. Population = troops 3. I think the number is meant to be billions. So a planet with a max pop of 8,000 will have 8000 million or 8 billion people living on it. This is for population at least. However I think
Ah thanks, that solves this mystery for me!
I just wanted to start a new game and noticed that there are two boxes you can check that seem to mean the same thing to me: 1. Disable Tech Trading 2. (Disable?) Tech Brokering Can someone explain to me if there is any difference between the two or especially what the second one is supposed to be? I have the german version, so I'm not 100% sure about the correct english names of those buttons, the german names are: "Kein Techhandel" & "Deaktiviere Tech-Ver
Hm, maybe their personalities are indeed too bad at coping with Altarians and Torians? They do colonize quite aggresively in the early game, evil races not so much it seems. The last games I played did not have Altarians or Torians (instead 5 out off: Korx, Yor, Korath, Arcean, Drath, Krynn, Iconian, Drengin). Korx did pretty well after a while, although they had some troubles in the begining. Yor where big once, not so much the other times. Korath did okay to good, espe
You could try this. However I did have evil civs colonizing quite fine in a number of games, although they sometimes do seem to take a bit more time to do so. Maybe they just ended up with bad starting positions?
The OP matches pretty much my own observations. I did however see the increase for other techs as well, not just weapon and invasion techs. It's stronger there though, as they are more expensive in the first place and I think they maybe get a higher multiplyer than other techs. As far as I can tell, Stardock has been pretty silent on this issue/feature, I would like to read a bit more about the exact mechanisms at work and wether they are working as intended. So f
I'm afraid no one knows exactly how tech inflation works (or how it is supposed to work). Briefly the idea is that techs get more expensive the more you have researched. The first 20-25 techs you research should not contribute to this but afterwards your remaining techs will get more expensive. Sometimes this happens in one huge step (e.g. every tech suddenly more than twice as expensive to research), sometimes it seems to progress a bit more slowly. Different techs seem
I'd say yes, but frankly I never played Arceans before. Why don't you just test it?
I have found trade to be my biggest source of income early in the game. Compared to tourism I usually get much more by trade early on, unless the random event happened where your tourism income is increased by some factor. Anoter thought on the speed difference: While 2 vs 3 is a big difference, it wont stay that very long and the relative difference will diminish. You also have to remember that area is radius squared, so while you may be a little faster on bigger maps, you
Hello, welcome to GalCiv then! Unfortunately I'm probably not able to give you all the details you want, but I'll try to answer some of your questions. As for the rest, you can try https://www.galciv.wikia.com/wiki/Galactic_Civilizations_Wiki for some more info. There is unfortunately no ingame Galactopedia,
Funny coincidence - just yesterday I have been hit by a pretty severe increase in research cost. I was still pretty early in the game and had just completed researching the first Miniaturization tech, when the costs for the remaining techs increased by a factor of roughly 2.5 max (Railgun IV went from ~850 to ~2100 in one turn). Usually it doesn't seem to happen that fast for me. Or maybe I just don't pay enough attention? This time I was focusing on one tree instead of s
@arunodayt: I was just joking ;) But this issue is a bit strange to me. Somewhere else in the forum I read that higher inflation may be caused by a glitch that should be resolved by a re-install. Not sure about that though, all information I could find regarding the issue seemed pretty vague. You can try googleing for "tech inflation site:forums.galciv2.com"
It's true, 2,7x is the max, but for EACH STEP! [e digicons]:grin:[/e]
Thats your decision of course. However, I find TA very enjoyable, even if it has some flaws. But then, DA had some, too. I guess it comes down to playstyle and taste how much you will notice them.
I do agree on some of these issues - the strange tech-inflation seems to be able to wreck havoc to AI's at times. At least thats what I blame for some AI's not researching weapons sometimes. I also have the impression that some races (esp. Drengin) expand almost never. However, based only on my experiences that could be only bad luck - they almost allways end up with crappy starting positions. However, I cannot agree with the attitude of some people. They g