Arcanum3000

Arcanum3000

Joined Member # 635801
11 Posts 74 Replies 10,390 Reputation

I'd say defenses are crucial as soon as you're dealing with enemy hulls large enough that you can't one-shot them, or when you're dealing with fleets of smaller ships. (This assumes approximate technological parity between the sides, or an advantage on your side. The Dread Lords and similar situations of overwhelming firepower are a special case.) The reason is, if you can't wipe out their ships almost immediately, they're going to get to

9 Replies 11,542 Views

I had the ground combat draw thing happen to me last night. The weird thing is that a couple turns later (before I had a chance to reinvade), the planet suddenly had a population of 16000 and the red skull-and-crossbones symbol.

9 Replies 12,475 Views

I try to have an economy starbase covering any planets I plan on doing ship production on, and a military base on as close to every planet as possible. Protip: Upgrade starbase weapons and armor before you install other modules. You never know when you'll find yourself at war with someone.

15 Replies 20,272 Views

I've noticed that most of the time if you do an "upgrade all" on a bunch of your ships, for some reason all the idle shipyards in your empire will suddenly start producing the ship you upgraded to. Really annoying, especially when you forget the bug is there.

0 Replies 3,559 Views

Playing a game last night, I hit a weird bug. I tried to invade a planet, and through a quirk of luck, both the attackers and defenders lost when I skipped the battle animation. So there ended up being a planet still owned by the Arceans with no population. I don't know whether that's a bug or not. I'm pretty sure what happened next is a bug, though. After a turn or two, the planet suddenly has 16,000 population. No explanation in the e

0 Replies 3,500 Views

2) The AI does not discriminate who it trades with. It's a single player game so effectively sweetheart/sweetsour deals = rand()%ulNumberofPlayers That may be the case for the "special" deals, but reading the log file it looks like the AI gleefully swap techs that they would never consider offering th

7 Replies 5,434 Views

Nah, the mail system is actually pretty reliable, and "fast enough" in most cases. My box was mailed on the 27th, and it got here today. If it's anything of value, though, it's worth spending the dollar or two for insurance, and possibly tracking as well.

9 Replies 11,640 Views

The only way I can think of to trick the AI would be to have one or more sacrificial ships with no defenses and some moderate attack power, and one or more ships with higher attack power and much higher defense and hit points. The idea being the AI kills off the weaker ships while the heavy ship pounds the AI into the ground. Probably not all that effective, really. That's a lot of production for little purpose other than to die.

14 Replies 15,427 Views

I ordered a combined download and boxed copy of GalCiv2 on Friday. I've been enjoying the game from the digital download, but I'm wondering how the box is shipped, and when it usually goes out. I haven't gotten an email or anything saying it was shipped, or how it was shipped, or anything. Can anyone from Stardock shed some light on this?

9 Replies 11,640 Views

I agree with Star Pilot. There's nothing wrong with using the cargo hull as a base for a sensor ship. The whole point of the "cargo" hull is that it has lots of space to put stuff, but no durability whatsoever. That's perfect for a radar ship.

19 Replies 23,868 Views

A slightly annoying bug I've encountered: If you select a ship in space and hit the upgrade button, one of the options in the upgrade window will be the ship's current class, and it will have a cost associated with upgrading the ship. Not a show-stopper by any means, but still annoying.

12 Replies 14,210 Views

Any chance of getting an autoupgrade option in a future patch? Just a relatively simple thing where if you're upgrading a design, the computer will automatically equip the new design with the best of all the module types it currently has. Engines, weapons, armor, etc., will all get upgraded to the best you have available. If it goes over the space limitations, it's up to the player to fix it otherwise it won't save the design. Alternative

0 Replies 3,489 Views

I posted this earlier today, but it didn't go where I intended (the Bug Reports subforum), the post got generally screwed up, and I'm not sure if it was seen, so I'm trying again. When playing the game in full-screen mode on a multimonitor system the mouse cursor is not "locked" within the game. That is, you can move it outside the gameplay area on one monitor on to your computer desktop on the other monitor. If you move the mouse back into

0 Replies 3,969 Views

When playing the game in full-screen mode on a multimonitor system the mouse cursor is not "locked" within the game. That is, you can move it outside the gameplay area on one monitor on to your computer desktop on the other monitor. If you move the mouse back into the game, you're fine, but if you click outside the game, the game gets minimized with an effect similar to ALT-TABing. When you switch back to the game after accidentally switch

0 Replies 3,783 Views

I bought GalCiv waaaay back near when it was first released, and enjoyed it a lot at first. After a while, though, I started getting frustrated with how dramatically the gameplay dynamic would change after some of the patches. To avoid that kind of frustration, I was wondering if GalCiv2 (in a patch, of course) could implement some kind of "classic mode" or a set of rule options to tweak. In "classic mode" the game would be set to essentia

3 Replies 7,647 Views