Big David

Big David

Joined Member # 644075
16 Posts 47 Replies 301 Reputation

The problem of races losing their unique built-in abilities when other abilites are adjusted, appears to be fixed. However is it now possible to ADD afew additonal abilities without penalty.

2 Replies 6,497 Views

Has anyone else noticed the supernatural ability of Flagships and other survey ships, when set to auto survey, to head straight for the nearest anomoly, even if this anomoly is not visible. Galactic Civilization 2 is supposed to be a Science Fiction game, not a Fantasy game. One possible solution would be to make anomolies visible at the start of the game.

17 Replies 10,105 Views

If you look at the default abilities of the various races, Torians are actually SHORTCHANGED ; if you choose the Torians, you can actually make them STRICTLY BETTER . The Torians are the only race for which this is possible. Obviously the ability point costs will have to be altered to make Population increase bonuses more costly. All races need to be fixed so that you can modify abilities without losing each race's uniq

28 Replies 28,713 Views

Why are the Torians shortchanged on abilities? It is possible to adjust racial abilities to make the Torians strictly better than their default. In general the starting races abilities need to be adjusted so that. a) Each race has ZERO remaining ability points by default. b) Adjusting variable abilities does NOT remove special racial attributes.

65 Replies 52,603 Views

Why do 3 races start with ION drive? 1) It is contrary to the story line, that the game starts at the point where every race receives the base Hyperspce drive. 2) These races do NOT receive the prerequisite, Advance Propulsion.

65 Replies 52,603 Views

2 of the alien races start with Ion drive technology. a) This is contrary to the story line. The game starts immediately after all the races recieve the intital Hyperspace drive. b) The races with Ion drive bypass the intermediate advanced propulsion technology.

317 Replies 88,057 Views

I think the production allocation system is a bit awry. I would suggest: Allow both factories and research facilities to simultaneously run at maximum capacity. Reduce the capabilities of factories and research facilities (to keep current total) Replace the sliders for production with the following set: Percent of global research utilization Percent of global manufacturing. Relative allocation between military and social pr

894 Replies 378,076 Views

If you start in a planet display screen, select the "Build Ships" option to go to the starport screen. select the proper ship to build, and then select "Back to Planet", the ship building order is lost.

317 Replies 88,057 Views

Galciv 2 is supposed to be a Science Ficion game, not a Fantasy game. To produce this bug, simply select Auto Survey for the flagship at the start of a game (press "A").

5 Replies 9,445 Views

Most races have special abilitities that disappear if you change abilities. This needs to be fixed.

9 Replies 6,900 Views

There is no list of the changes in 1.0X.010 (just released) from 1.0X.009. One thing I noticed (and do not like) is that it is no longer possible to make changes to an existing design; you have to make the new design from bare components. The line editor (used for such thing as entering a ship class name) still needs to be redone, as the existing one is EXTREMELT awkward to use. The special abilities of each races are STILL not properly editable.

41 Replies 28,970 Views

Version 1.0X.010, released late today (March 6), has removed the ability to edit an existing ship design. When you update a design, the new designe must start from scratch.

143 Replies 142,928 Views

It should be impossible to ever have (or obtain) a technology without all its prerequisites. A few races star with such technology.

317 Replies 88,057 Views