e-stab

e-stab

Joined Member # 657705
17 Posts 1,065 Replies 11,720 Reputation

Tech bugs and oddities as of beta 4a: Techs 'Fleet Defense', 'Xalax Defense Coordination' and 'Zalon Defense Mainframe' don't seem to do anything: No bonuses, no ship modules. The Terran ship modules 'Xalax Defense Coordination' and 'Zalon Defense Mainframe' are activated by tech 'Advanced Defensive Techniques', I guess they should be moved to their proper techs. An inconsistency: Terran ship module 'Stellar Avenger' (Attack +20%) only works in own sphe

12 Replies 6,821 Views

[quote]1. You could introduce an option - asteroid number=none 2. Option for Anomaly Number=none 3. Options for resources number - from abundant to none.[/quote] I agree. At least no. 1 and 2 should be straightforward to add, and it would be a nice touch to be able to play with fewer or no resources from time to time.

11 Replies 6,904 Views

I think the underlying problem is that starbases still work in the same way than they did in GalCiv 1 v1.0: You build constructors and get modules. Now that ship building has evolved tremendously, they look a bit dull from time to time, especially the weapons and defense values of the starbases themselves. If there were more/better self-defense modules to make starbases sturdier, then there would be hope for them to keep up the race with ships. The way it is now, they're bound to lose and be too

139 Replies 36,047 Views

[quote]With all due respect, I think you are missing the point of starbases.[/quote] With all due respect as well, you might have missed the point of most people in this thread: The problem isn't that starbases are weak or worthless, the point is that you're better off building ships instead of using the weapon and defense modules, at least in the later stages of a game. That is a pity. Additionally I still think that some of the ship assist modules should give a percentage bonus in

139 Replies 36,047 Views

[quote]+ NEW: Cost of technologies re-designed to be based on # of habitable planets in the galaxy as opposed to the size of the galaxy.[/quote] A personal "Thank you!" for this one! :)

45 Replies 79,316 Views

[quote]You mean people actually build all those starbase modules? A fully loaded starbase is just an expensive clay pidgeon.[/quote] Unfortunately there's a lot of truth in this statement. I really like starbases in general, but filling them up with weapons seems too expensive (and needs too much micromanagement) to me. Better build ships instead and get additional mobility. Are starbases affected by "+x% weapons" or "+x% defense", by the way? I'm not sure right now, but I think the

139 Replies 36,047 Views

I can confirm occasional sensor oddities as well. Two examples: - a ship is destroyed (and it really is), but a "sensor ghost" remains - planets having large sensor ranges or not (both with ships in orbit or not) Usually these issues disappear after some turns or save&reload, but they're weird nonetheless.

7 Replies 4,338 Views

[link="https://forums.galciv2.com/?forumid=161&aid=167788"]Here's[/link] the official update schedule, it can be found via the general GalCiv II News. It's not 100% accurate anymore, but should still give the right general direction.

2 Replies 2,381 Views

[quote]Then what is 0.92[b].004?? that is what I'm showing available[/quote] An even newer version.

26 Replies 8,588 Views

[quote]I already gave Stardock my money for TA, but as I have many games to play and, generally, a great deal of things to do, I won't mind if they take they time.[/quote] 100% the same for me. I wouldn't have believed it some years ago, but now I've actually got to choose what to play and when, so it's 'quality first' for me. I gladly spent the money I save this way (because of buying less games than before) on the full price of those games where I made good experiences with their producer.

24 Replies 25,223 Views

I really think the current beta schedule is too "busy". Take your time until January and make TA even better. Those who have pre-ordered can play and test right now anyway.

166 Replies 105,798 Views

[quote]I am wondering if it can be targeted by spies[/quote] "Better stay inside, folks, we've got a nasty storm coming up because of a Drengin spy in our beloved weather control system. And our planet just dropped five spaces in the galaxy-wide ranking."

27 Replies 50,527 Views

[quote]The weather control zenith raises the PQ by 3, giving 3 new tiles. But it requires one tile for building it.[/quote] He said [b]up to[/b] three tiles, so I'm not sure whether you really gain much on the average. (In the latest public beta you got +10% PQ ability which resulted in 0-1 new tiles for most planets.) [quote]For one thing, Tourism is now worth 10X as much.[/quote] Sounds like a good change to me. Tourism money was barely noticeable before - unless you controlle

27 Replies 50,527 Views

[quote]So who all is playing with TA beta from the GDs?[/quote] I took a look at the three tech trees yesterday and will testplay today and over the weekend. Oh, and welcome KingBingo!

1,775 Replies 2,406,443 Views

I forgot to mention that there actually is a slight difference: When I use Ctrl-N, the game usually crashes to desktop directly. When going over the main menu, I get an error message telling me that the .exe has to be terminated and the desktop appears as soon as I confirm.

3 Replies 2,541 Views

Personally I always liked GC2, but judging from comments of friends or found in other forums, the differences between the races were far too small for some people. And it is true: If you take away the background story - maybe you don't care or never even played the campaign - the only notable differences left are graphical ones (which aren't that decisive in the end) and the three moral alignments. Read: About the same strategy worked for most if not all races. A first step in the right directio

106 Replies 78,952 Views