Morale and approval don't affect IP at all. Building influence starbases only works on worlds within their radius of effect (8 sectors). Building embassies and whatnot has a slow effect - you won't see an immediate jump in cultural influence as what it's doing is just increasing your rate of IP production a bit - it takes a while for that to make a difference when you have 100's of turns of IP built up already. Oh, and the Yor do have a hu
Brillig
Well, that's pretty generic alright. Before support gets ahold of you, I'll recommend the general solutions. 1) Make sure your video and sound drivers are up to date. 2) Make sure you have the latest patch 3) Post the debug.err (it's in the game directory)
Well, the fleet of tiny ships, *should* lose - it's cheaper. Instead, look at a cost equivalent fight. 12 tiny ships (1740) vs 3 huge ships (1800) If the tiny ships attack first: Round 1. They do 42 points of damage to one of the huge ships. Round 2. The huge ships return fire and destroy 3 of the tiny ships. Round 3. The remaining 9 tiny ships fire. 2 ships do 7 damage to the damaged huge ship,
Cloaking is a really bad idea. While it can theoretically be balanced for in a MP situation, coding the AI to handle it for SP is a nightmare. The only way I can see this working is if *only* the AI gets cloaking. Ever.
I usually rush buy, unless I'm way ahead on the tech needed to get it (i.e., none of the aliens even have the pre-req yet). At the same time, I'm kind of a miser - I hoard the trade goods for the most part. MY PRECIOUSSSSS. , what?
It's an interesting idea, but I'd point out that in a way, this already exists - if you build an economic starbase, that increases the production and research of all planets in the area. This means, if you chose, you could reduce the number of production/research buildings on those planets and build farms instead. Different means, same effect.
Sorry, but I think it's more important to be able to tell the faction of a ship at a glance.
It's a constant speed of one, I believe - but since you get income every turn anyway, it's not a big deal IMO.
That's a great idea!
Huh? There is no unit cap. And here's a lesson in constructive posting: Your post SUCKS big time! Wow, that's useful.
Well, I'll bite. Tax to 49%, spending to 100%, check. Military production to 100%. Design a better colony ship. Set research for maximum speed, Scotty! (Impulse drive if possible, otherwise aiming toward Ion) Rush buy a factory. Keep buying one every turn until I'm producing one colony ship every two turns. Use the initial colony ship on the "other" planet in the home system if there is any.
Ok, let me explain something about trade routes - when you establish a trade route with another empire, your original freighter gets destroyed, and a little "mini-freighter" starts going back and forth between the two worlds. That mini-freighter isn't an actual ship that you can control. Yes, you can select it, disband it, etc... but you can't use it to establish a different trade route - it's really just a place-holder that other empires can attack
Go to your My Documents/My Games/GalCiv2 folder and delete the CurrentCustomRaceX.raceconfig files.
All the "cool" stuff has one very specific problem. It's hard to code AI for. Every one ends up being a special case for the AI, and once you add too many of those, the whole AI falls down and goes boom. I'd much rather have a simpler system that the AI plays well than a complex system with bad AI.
Well, I toyed with the idea of starting another thread for constructive AI feedback, but since Brad is still here, here goes. First off, I'm going to say that this feedback is based on what I've observed. If some of this stuff is already coded in the AI, well, all I can say is sorry, but I haven't seen it - maybe the routines could stand another look-see. Planet utilization: The AI should place much higher prio
Go to Metaverse, go to Galactic Databank (at the TOP), select Legend.
but you do get declared the victor if you own like 80% of the map Only if you have Influence victories turned on.
Well, until support gets around to you... have you tried re-installing?
I definitely do *NOT* want my auto-pilots to move at the beginning of the turn. I want to be able to take them off auto-pilot and have their full moves available in order to react to the moves the computer players made during *their* turns.
Well, as long as you turn off the other victory conditions (other than Military), you can pretty much drag the game out as long as you like - just don't conquer the last enem(ies). Doesn't sound like fun, but hey, whatever floats your boat!
If you click on a starbase to select it, you should see a faint circle in your civilization's color around it. That is the zone of control. It's roughly an 8 sector radius. As for influence, as long as you're producing more influence points than your neighbor, your border will creep towards him. However, having an influence starbase will dramatically speed up the effect (within the zone, of course).
Well, since the PS3 isn't a computer, I doubt it has anything at all to do with the future of computing.
There is no "Intercept" mode. All Guard or Sentry does is to put the ship into sleep mode until an enemy (Guard) or enemy/neutral (Sentry) ship comes within Sensor range. So if your ship has no sensors, yes, it's quite possible for an invading fleet to fly by without the ship even waking up.
Well, they each give your civilization a specific bonus. You can trade them if you want, or hold on to them. Holding on to them means that no one else can get that bonus. You can trade it to everyone without losing it. (If you acquire one from some other race by trade, you only get the benefit - you can't trade it to someone else).
Well, if you'd gone to the homepage of this very site, you might have, perchance, encountered this: https://forums.galciv2.com/?ForumID=161&AID=107171