When I restart the game and reload a save, all the stars turn white. It really ruins the visual element. They are fine up until the reload. Not exactly sure how to report this, as a saved game would likely work fine on another computer.
Ex Mudder
I set my copy of GalCiv to 1280x1024, and now I can't play. I can't even get to the options screen to set it back - the game opens in windowed mode, the mouse hot spot is nowhere near the mouse icon. How do I change the resolution from outside the game?
It's a compound interest problem. After 50 turns 1.03^50 = 4.38 1.04^50 = 7.1 After 100 turns its 18.2 vs 50.5 - after 2 years, the torians will have a 2.8 times as much population as the other AI civs, wicth a correspondingly higher tax base and thus production. I get around it by keeping my approval at 100% for as long as possible, at least on my home planet, for the pop growth doubling effect. The AI isn't programmed to do
It is too easy to keep up morale. Go back to .8 When I speed build a planetary improvement, sometimes it won' be recognized. It shows up on the detail screen, but not in the upper windows or the planet list. Quitting and reloading fixed that. Saw it on both a speed built factory on a +300 and a speed built farm on a +300 - no increase in produciton, no increase in pop cap, until I reloaded. I think it's ahppened other times, but
I'd love to see the surplus production overflow to the next build. 1 week per planetary improvement at 20% or 80% social spending means a lot of waste. I'd love to zip though tedious small upgrades, the way you sometiems can with research. I'd also love to see overflow from colony ship building - the computer can tweak the numbers every turn to maximize building, it's annoying to do so as a human. But eliminating wasted social production
Nice to know, Brad, but my eyes glazed over about halfway though. My main concern was if I was paying 40 BCs into social production, I want those 40 BCs to be used, not watsed. If I'm reading you correctly, that is what you did - my X BCs spent on social produciton will add X MPs to military production, no boni, if I run out of planetary improvements to build. Thats fine, so long as they are not wasted. Getting social boni, or military boni, or
Luck and abundant anomolies. Lotsa 500, 750, 1000, 2500 BC anomolies - great for the early game. Still haven't got a ranger yet, though.
Great ideas. A few requests: Can we have the minor races back? I'm playing on a huge map with all 9 major races, and there isn't even one minor race. I prefer 4 - 6 is excessive, 1 or 2 is too little. Fix tech whoring by implementing blueprints - you can only trade away blueprints to techs you know, and having a blueprint doubles research speed on that tech. Add icon and cut research time in half in research window to i
I have a similar problem, game crashes whenever I try to save my custome 2 stinger III small ship (3rd hull). This always happens, no matter tha game, but not with other designs. Problem 1: I installed Smart Exception, it sez "SDCzip" is missing and drops out when I try to create the exception, so I can't mail you anything except debug.err (which I did, several days ago) Problem 2: How do I set up an icon that runs c:/>g
Speed is very powerful for the early land grab. And it's good for early warfare because you can skip putting engines on your ships and load up with weapons and troop modules instead. What he said. I also like luck - you get some great stuff from anomalies. And Populists, so I can k
I don't have the game, but I was wondering if the followinf was a good way to design your ships during peacetime, when you're not sure who your next enemy will be. It seems to me, that the optimal build scheme in the absence of a clear threat and with sufficient tech (which you would need to trade for) isa fleet of three ships, each with a different attack, and 1/1/1 defence (effective 3 against all attacks), or ultimately a 4/4/4 defenc