Hey guys. Just found out about GalCiv 3, and it got me thinking. I have quite a few things from GalCiv 2 that I think should be improved, expanded, or changed for GalCiv 3. I would like to hear your feedback and input on those thoughts of mine once you read through them. Here goes... ========================= 1. ESD. Enemy Starbase Diarrhea. They keep spamming influence starbases all over in my territory as defined by my influence. It would be nice if th
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GalCiv 3? Ooh... Wonder how much expanded it will be in scope and depth compared to GalCiv 2.
Hey guys. I noticed that the city lights are messed up on Earth. I see some city lights in North Africa, North Australia, and across Indochina. I barely see any city lights in North America, Europe, Russia, and China. Did the city light overlay map get messed up? Is there any way to fix it so that the city lights line up properly to cover the Americas, Europe, China, and the current big urban areas of RL Earth? Also is there a way to fix it in my current game so I don
Thanks for the responses to my questions. I realize moons can't be colonized in GalCiv, but it's a feature that should be added. Colonies on gas giant's moons like Jupiter's moons, or the moon of Yavin in Star Wars, Also, I think that the start date should be fixed so that it can be adjusted. Ditto for turn length. I mean, I'm sure some players might want to set the game in 2500, 3000, or 5000 AD, with a turn being a month, a year, or even days inste
Hey guys. I was wondering if it's possible to change the start date in Gal Civ 2 TA games? For example, I want to start a game in like 2650 instead of 2227. And have specific planets colonized already before game starts. For example, humans colonize Mars in like 2100, then Venus in 2150. Then have these colonies ready and running by the first turn of the game? One thing I don't get is why GalCiv never gives Jupiter or Saturn habitality. They have moo
Hey all. I was wondering if its even possible to change the starting date of each GalCiv game, and if it's possible to change each "turn" from a week to a year? The reason I ask is because I'd like to have a GalCiv game start in the year 2500 or whatever, then each time I hit "turn", it advances one year instead of 1 week. This would solve several weird in-game stuff like growing a 4 trillion population from just 20 billion population in just 5 years using week-scale or
Hey all. I was wondering where or how to find and then alter the maintainence costs? I can't seem to find anything in the XML files that changes maintainence costs. Like "Ship size = huge, maintainence = 10" or something like that. Does anybody know how to increase the maintainence costs by 10x? Then these 2l, 3l, 4k ships per empire will be reduced to 200 - 400 ships, thus saving a hell a lot of processing power. All these ships only have 1 attack point and 0 defense, while in my
I was wondering where or how to find and then alter the maintainence costs? I can't seem to find anything in the XML files that changes maintainence costs. Like "Ship size = huge, maintainence = 10" or something like that. Does anybody know how to increase the maintainence costs by 10x? Then these 2l, 3l, 4k ships per empire will be reduced to 200 - 400 ships, thus saving a hell a lot of processing power. All these ships only have 1 attack point and 0 defense, while in my current game, I'm re
I'm the type who likes epic games, namely hundreds of planets, populations in the trillions, large space battles, etc. Thats why I play immense abundant games. I did some more testing. Apparently when I do the Task Manager, Galciv only uses 25 - 30 percent of my computing power, and I tried increasing virtual memory from 2k to 8k. Still same effect. I then tried unchecking "Force AI to use Max computing" and tested it with that option on and off. Still same effect. I teleported all
My computer is actually very recent. I bought the computer this past fall. It has about 3 gb ram, 1 tb hard drive, a ATI 4780-x2 card with crossfire, a quad core processor (9550 I think). Basically the whole rig set me back 3 grand bucks, and it was pretty much the top of the line in sept. / oct. 2008. So thats why I'm confused on exactly why I'm suffering such massive slowdown. Another thing of note, I have like 300 planets colonized, and their sensor radious are all 15 thanks to
Hey all. I'm playing a rather nice game with the ideal map and everything. The game is, however, getting really slow in the wait-between turns. I hit TURN button and wait 2 - 5 minutes for the turn to process. I'm playing version 2.02 Twilight, and I'm playing with max settings on everything (graphics, 9 races, Immense Galaxy, abundant everything, etc.) The issue is that earlier in this game I'm playing, there were no slowdown. I only needed like 5 seconds per turn proc
I have trade routes going away from Earth to a few of the other alien homeworlds. How do I check for alien trade routes that go to Earth? I have the ledger that shows my 5 trade routes going from Earth (I'm trading with Arceans, Drath, Iconians, Torians, and Yor).
It wasn't a rally point. Here's a screenshot of the image. I put a red arrow on it so you can see the weird circle I'm talking about.
Hey all, In my current game in Twilight of Arnor, patched to 2.02, I'm playing a custom Terran race, called the Terran Empire. Go figure. Haha. Anyways, the game was going fine until a bit ago, I'm now in the year 2232. For some reason a strange blue ring is pulsating around Earth. It pulsates with or without the selection circle on it. I click everywhere else and Earth still has that pulsating ring. The odd part is that a bit of that pulsating ring is hidden inside Earth. 1/4 of t
Hey, all. I just upgraded my Twilight of the Arnor game from version 1.97 to 2.01, since I wanted the race-wide epsionage thing, plus the improvements made in the patches. However, I came across a problem in regards to planet quality. In my past games, I liked to use the "control + P" cheat to make a lot of crappy planets into good ones, not just for me but for the AI as well. I wanted to make more planets available, especially with these stars with 5 planets but all class 0, or up
Hey, all. I just upgraded my Twilight of the Arnor game from version 1.97 to 2.01, since I wanted the race-wide epsionage thing, plus the improvements made in the patches. However, I came across a problem in regards to planet quality. In my past games, I liked to use the "control + P" cheat to make a lot of crappy planets into good ones, not just for me but for the AI as well. I wanted to make more planets available, especially with these stars with 5 planets but all class 0, or up
Thanks for the info. Having read the article, its no wonder my 10+ morale buildings didn't work. At 25 billion pop, my morale buildings were only giving 10% of their value, according to base morale value. So even with a 300% bonus to morale, I was only getting 30 morale points out of it. It appears that the only viable solution to this is to make the final / best morale building give like 1,000% to 10,000% morale boost. Or is there a way to directly modify the base mora
Hey all. I had GalCiv 2: Gold Edition for a while, and had it on my old computer. The computer died and haven't played GalCiv 2 for a long while. Tonight I decided to install it onto my new desktop computer and revisit my dreams of galactic domination. Heh. I thought I'd sign up on the forums and see if I could get some help with something that has been bothering me since my first round with GalCiv on my old computer. I was wondering about morale structures and populati