The problem is that the invasion tactic the AI uses doesn't show up on the invasion screen.
fsk5809
For Version 1.1[beta] - On the ship design screen, with the component list at the top of the screen, I should be able to double click on a component to just remove it from the ship. - In version 1.0X, in the ship design screen, if I moved the mouse over a component on the component list at the top of the screen, it would highlight what that component did (its name). That feature was lost somehow in 1.1[bet
It was that one file missing (the .exe). It's there now.
Frogboy say: We're not going to have it on SDC But I'm downloading it from SDC right now?
I had been playing at the default resolution for a few games. I switched to a higher resolution, and was pretty impressed. I strongly recommend that everyone try out the game at the highest resolution your monitor and graphics card support. There were only some minor flaws: - At higher resolutions, the mini-map is the same size in pixels, which makes it harder to read. You should be able to make the mini-map bigger.
I've taken to deleting my ships directory inbetween games. It would be nice for there to be an option for deciding which ship designs to keep for future games, and which designs should apply to the current game only. Plus, when you "upgrade" a ship, you can't select a ship design that already exists. You can only "upgrade" a ship to a new design.
The main way to manage your economy is to have several high-PQ economy-dedicated planets. They should have nothing but farms, entertainment centers, and stock markets.
I wasn't really looking to ignite a holy war. I was just saying "+25 miniturization" is a very powerful ability. I agree that it doesn't matter if the races are perfectly balanced or not, because it's only a single player game. And yes, creating a 5 speed colony ship with the starting techs is very powerful. The advantage becomes even bigger after you research some engine techs. The point is "+25 miniaturization" does
Someone else posted this, and I agree. The Yor's +25 miniturization ability is incredibly powerful, especially on a large/gigantic galaxy. Based only on the starting techs, I was able to design a +5 speed colony ship. And the extra cost only made it cost 1 extra turn to build! That's ridiculous.
That's why you basically have 3 types of planets: Manufacturing planets - nothing but factories, a starport, and wonders. You don't need farms or economics or morale enhancers. There are no multipliers for manufacturing (except for starbases and your manufacturing capital). Economics planets - your best PQ planets. You have farms, stock markets, and entertainment centers. This is what high-PQ planets get used for : cash cows.
On the shipyard, I wanted to be able to upgrade a ship to a design that already exists, rather than having to make a new design whenever I want to upgrade a ship. In GC1, you could select the AI alignment tendencies before the game. What happened to this feature in GC2? (In GC1, I always kind of found it amusing to play in an all-good galaxy. It made it kind of easier to play against the tougher AIs if everyone was good.)
I just do not play games with a monthly fee (figuring that is what this will have) as you are too tied to the game since you are automatically paying for it every month, makes you feel like you have to play it to justify the expense. Well, what if you only have time to play 2-3 hours/week? It makes m
What happened to "Elemental" or the "Master of Magic" clone/sequel? I thought that was next up? I will most likely buy it. Personally, I rate Stardock as 3/4 on games that I've bought from them. I liked "The Corporate Machine", GC1 (duh), and GC2 (duh). However, I found "The Political Machine" to be quite a disappointment. (Still, 3/4 is a very high rating. They'd probably have to make several lousy games in a row for me to get disgust
Speaking of "drag and scroll main window", I was playing Rise of Nations, and I got frustrated that "drag and scroll" wasn't working! It took me a few minutes to figure out why not.
If you decommission a social project and then rush-build on the same square, it builds what was previously there rather than the new thing you just added. There shouldn't be an absolute limit of 10 trade routes, since technologies and UP proposals raise the limit above 10. If you have the bonus pack and "collector's edition content" installed, it should say so on the game screen somewhere. I installed them, but I'm not even sure
In GalCiv 1, there was an option to show the location of a ship or planet in the diplomacy screen.
There should be a starbase module that increases its area of effect. When you create a starbase, it should tell you what planets will be included in its area of effect. The area of effect is currently hard to notice when you are zoomed in. At the colony screen, when you flip through planets using previous/next buttons, there should be an option to sort by name or PQ rather than the current order, which seems arbitrary. When you double click on a social project a
Since starbases now affect all planets in a fixed distance, rather than everything in the same sector, the starbase "area of affect" should be highlighted when you build the starbase or select the starbase.
Actually, I found a good workaround for this. Set your social spending to 0% and then set "focus - social" for the planets that still need social projects. It doesn't waste much bc.
On the colony screen, if you change what the ship is building, and you select "back to planet", the production doesn't change. It does change if you select "done". You should be able to change ship production and rally point from the main colony screen without having to go to the shipbuilding screen. You should also be able do this from the governor screen. On the colony governor screen, you should add a 2nd screen where you list # available tiles, and tile usage per proj
Also: Some of the AI players should follow the "tech whoring" strategy like a human player would, especially those with a tendency towards high diplomacy skills.
I'd like to have an "automatically send constructor to nearest starbase that needs it" option as a rally point. There should be an option to track where the resources are, just like you can track uninhabited planets. There should be a starbase management screen.
Here is my bug/tweak list for GalCiv 2. I'm using 1.0X, the latest version. Where is the "create rally point" icon? I couldn't find it anywhere. It should be prominently displayed on at least 4 screens: the colony shipbuilding screen, the main colony screen, the governor screen, and the main map. (I finally found it. It's in the lower-left corner of the main screen. It was well-hidden and not mentioned in the manual.) Also, the colony screen and colony shipbuilding screen shoul
Well, I'm using 2.30a[b].184, build: 121 now. It still restarted on me. Also, before I was downloading version 1.0X.009 and now I'm downloading 1.0X.008 [rc]. What's up with that? Where did 1.0X.009 go? Anyway, I found that exiting Stardock Central and manually copying the partially downloaded file seems to work. Actually, I can't get 1.0X.008 [rc] at all. I'm downloading the tutorials and multimedia now.
I found it: C:\Documents and Settings\Administrator\Local Settings\Temp\sdcentral So all I have to do is keep a backup of this directory, and no more embarrassing restarts?