I wouldn't mind a "no surrenders at all" option. I think that GalCiv 2 would benefit from some more setup options, just like Civ 4 which has a lot of them. Many of them wouldn't be difficult to implement either, I think.
e-stab
A good idea in my opinion. I'd like to suggest a local highscore list for all scores (be it a metaverse game or not, modded or not) that you achieved as well.
Once ive installed the game there is no excuse to get the game cd out so I never get to admire and smell the beautiful packaging. Wait - did I ever open the package when it arrived?!
Damn, and I thought I'd find a hint on how to pirate GalCiv 2 here! Could someone please direct me to a no-CD crack?!?
You're right - except that these three weapons aren't the last ones of the beam weapon branch which makes it a little less dramatic.
I have noticed that transfer of unused social production to military doesn't always work. It only works when you set your military spending to 1% at least. But this shouldn't be necessary in my opinion. One other thing: The production bonuses don't seem to be applied correctly (or at all?) when production is transferred. I'm not against a penalt
I vote for giving back the "auto-launch" checkbox that existed in GalCiv 1.
What I'm using to calculate the average damage is much more simple: attack value halved - defense value halved, Much more simple, yes, but wrong in most cases. E.g. the average damage of attack x against defense x is 0 for your calculation, which is clearly not the case.
I assure you that even Suicidal is doable (a) without tech trading and (b) without Ctrl-N. I rarely use Ctrl-N myself, one time at most in all my games IIRC, usually I even take the first map that comes, and blind exploration is a given for me anyway. Some of the games that I submitted were played with tech trading, some without. As long as you have some friends and keep most of the AIs off your back, being behind in technology doesn't really matter. And once the tech tree is completed, all
Well, masochistic is meant to be - masochistic. It's quite doable without evil magic, by the way. What I'd like to suggest, on the other hand, is for Stardock (a) to state what bonuses the AI really gets at Masochistic and above, and (b) to export these values (the non-intelligence settings) to a file in order to be editable for non-metaverse games. Paradox did it that way for Hearts o
Thanks for posting some screenies like this, guys! I've seen many similar things - to be honest, most AI planets wouldn't even get a "C" for their buildings right now. I can only guess how difficult it is to tell the AI to build the "right" improvements, but at the moment even my "standard build sche
Just disable the three additional victory options (cultural, political, technological) for the real thing, and you'll be fine.
Oh plz make it so we can see which planets have empty tiles in colony management screen! That would be godly! I second that (see above) and have another small suggestion (which seems more like a fix to me actually) for the planetary screen: If you click the "details" button on the planet screen (e.g. to look for the planet with that nice "+52% starsh
I agree that some way of telling the AI to f*** off and to stop building bases near MY planets would be great addition, be it with some kind of borders (in addition to the spheres of influence) or via direct diplomatic means. I find myself killing a civ from time to time simply because their bases get on my nerves. (Patience and understanding are virtues, I know... <img src="http://images.s
This means "I worship your ability to speak my native language. You, sir, are truly a giant among men!" I'm sure you're right. Maybe she plays GalCiv 2...?
Civ 4 is a very good game, but for me these two quotes sum it up: Played Civ4 3 times then got fed-up, it's basically a same-o-same-o game I also found it to be bloated. Could someone please explain to me why A TURN
Now, any chance you can put in icons that show planets/ships/trade routes that are affected by starbases? Nothing too fancy, although having a line+anchor that goes back to the starbase(s) that affect the ship/planet/route would be really neat. Starbase range is shown already when you highlight the base. Additionally you can see the starbase effects
Before v1.11 when you had moves left after auto orders where done the ship with moves left was autofocused. It's the option "skip moves left over from auto pilot". I would also find a keyboard command and/or button t
I agree that it is a pity that the GC1 auto-launch option doesn't exist in GC2. You can substitute it by setting a waypoint on the tile where ships are launched, but this is tedious when you have many planets.
- I second (third?) the instant ship movement option! Me too! Both for player ships and for the AI during its turn. (I already chatted with Cari about it, she called it the "teleport" function which exists already for ships out of the player's view.)
Oh, two more things for the colony list: It would be nice to have an indicator when a planet has empty tiles, it could save a lot of time on larger maps. Maybe an extra column with the number of empty tiles right next to the planet quality would be the best idea. The other thing would be a highlighting of the planet's production/research focus, and the ability to change that directly on the list
** Colony Management List ** Added shield so you know what planets are defended. Tweaked income display to now display Net Income instead of plain ol’ income…should be more useful. Also tweaked the list so it shouldn’t reset to the top when returning from the Planet Screen. What means net income? Tax income minus expenses for the planet? I'm not
You're correct and your suggestion makes sense to me.
I second all suggestions except the first one about restarted games. That's something we simply have to cope with, I think, Crtl-N is a game feature for good reasons (even though I'm not using it much personally).
I modded the tech tree to be somewhat more expensive to research, especially in some branches where the cost increases were too little for my taste. I added a number of additional effects as well, most of them are small, some of them are interesting though (e.g. on the way to tech victory). To play with it, download it from the library and overwrite your techtree.xml in \GalCiv2\Data\English\ with my file (you might want to make a backup first). Here's the full change log (