JaguarSKX

JaguarSKX

Joined Member # 706013
1 Posts 35 Replies 628 Reputation

I'm looking at a 24" widescreen to replace my current 19" LCD. Specificly the BenQ FP241WZ. Not strickly for gaming though, more for general usage like surfing and working on spreadsheets. There should also be enough real estate to place a small video on the screen to watch while surfing or doing whatever. I tend to avoid 22" LCD monitors because they are all 6-bit TN panels. Good for fast first person shooters, but overall bad color quality, limited viewing angles and some visible imag

24 Replies 23,640 Views

Best games I've played (not in any particular order). 1. GalCiv 2 2. FarCry 3. Morrowind 4. Half-Life 1 5. Master of Magic 6. Civilization II 7. Star Wars: Tie Fighter 8. X2: The Return 9. Unreal Worst Games: 1. MOO3 2. Civilization III - Due to the 512 city limit, my games ususally crashes in the 1800's 3. Rise of Nations 4. Ultima VIII Can't think of any other game I hated.

114 Replies 93,543 Views

I've been designing different ships, rushing them into production to test them in combat in the next turn. I would then reload the game make some modifications to the ship designs and try again. That was done a few times. Then I would continue playing the game, and later on I would design and test additional ship designs.

9 Replies 6,050 Views

Okay, may game just crashed again while saving. Below is the error log. WARNING: Even after deleting the repetitive "Debug Message: Can't find ship type Fleet in definitions", the error log is still more than 2,300 lines long. Without editing, the error file is over 5,600 lines long. There are no mods whatsoever. This is a pure version 1.4x game. Perhaps someone could suggest a site to upload my error file to so that others can download and review it. <br

9 Replies 6,050 Views

It looks like you started to start a game, then exited, then posted the debug. You should get the debug right after it crashes, because it creates a new one each time you start the game. Ah, that explains it. Okay, then I'll have to repost the next time the game crashes.

9 Replies 6,050 Views

I've been having problems every now and then when saving a game will result in GalCiv 2 DL (v1.4x) crashing to the desktop and the loss of the saved game. It has occurred frequently enough for it to become very, very annoying. Below is the contents of the debug.err file: Debug Message: Version v1.4x last updated on: Mon Oct 23 17:43:56 2006 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.******

9 Replies 6,050 Views

I didn't build those 75 economic bases just for trade. I was actually trying to see if I could get a score over 400,000 for a metaverse game, and so I built 250 economic starbases to try to boost my production and research. Wow, that's a lot of starbases. But I can understand. I too build many starbases as well to boost both production and research. Using them to increase trade is secondary since trade plays a very tiny ro

13 Replies 21,773 Views

Dark Avatar now 1.50X.068 Hopefully this will rectify at least the MV cheat flag issue It does. Just to play Devil's Advocate, why wasn't this bug caught during beta testing?

22 Replies 12,971 Views

I think I read somewhere that a fantasy strategy game is in the works. Similar to Master of Magic (Microprose) I think, but it will not be called MoM 2 because of the lack of a licensing agreement between StarDock and Atari(?). I remember MoM, it was a fun game.

8 Replies 11,547 Views

Mine those Morale boosting resources as soon as you find one that has not been claimed. Never build more than 2 farms on a planet. Do not build on any tiles with population bonuses until you can develop more advanced forms of entertainment to make your people happy. Research technologies that improves your moral and allows you to build entertainment structures. These technologies usually begin with the word "Xeno". Build those trade good that will boost your morale when they become avai

5 Replies 5,498 Views

I just use one colony module. Sicne I play at challenging difficulty on in a huge galaxy the AI is always expanding as rapdily as possible. I tend to load anywhere between 200 - 500 million people on my colonizers depending on the population of the originating planet. Even though I rush production of some colonizers, it is kinda hard to expand and solidify my territories since I go for higher PQ planets first, then go back and pick off what's left. The most important component

30 Replies 21,300 Views

Honesty, other than building the Privateer wonder, I just leave them be because I don't have the time to worry about them. I play in a huge galaxy and my main focus is managing my planets so that I have a good balance between military, social, and research production. Frieghters in my games play an insignifcant role. For example, in my current game my weekly revenue (before expenses) works out to 83K BC, of which a measely 1,303 BC comes from trade. While I can establish up to 11 trade

12 Replies 6,725 Views

Grayshot, You can try to set the planet to focus on social production. You can do so on the colony screen. At the top of the screen are three boxes that indicates your military, social, and research spending points. Next to the points is a circular symnbol, click that to focus most of the planet's resources towards social production. Note, doing so will slow production of any ships on that planet and will also reduce the planet's research contribution. Another thing to try is

20 Replies 20,689 Views

I'm only on my 3rd game of Dread Lords, but so far I have to say: Torian - Strong simply they multiply faster than rabbits. They were in two of my three games. Drengin - Extremely weak. They may start off building a strong fleet, but their weak economy eventually becomes thier downfall. In the two games the Dregin were in their empire simply became a non-factor by the middle of the game. At that point I befriended them even though my alignment is good so that when they surrende

39 Replies 22,307 Views

You could also set the difficulty level to Beginner. Me? I said hell with it and with a huge galaxy with abundant habitable planets on Normal difficulty and 5 opponents. It was tense, but fun and I beat the AI.

5 Replies 5,507 Views

1. Click the Civilization Manager icon. 2. Click Government & Ethics tab. 3. Click Change Government button; bottom left. If there has been a United Planet vote to force all empires to operate under a specific government like IMPERIAL for 3 years or so, then during that period of time you will not be able to change your form of government.

4 Replies 2,122 Views
Reply to 20K bug? in Bug Reports

Note that at if you're neutral the ship buying premium is a bit reduced. Another thing you can do is to allow the ship to partially build before paying for it's completion. Also one "trick" is to build the hull only and then "upgrade" to the final ship configuration. However, none of this is cheap. If you want to build ships the most cost effective way then build up a lot of planets with a lot of industry. 1. For now I think I'll stick wit

14 Replies 3,052 Views
Reply to 20K bug? in Bug Reports

My dreadnought supposedly costs 1,756 bc to build according to the shipyard. But if I want to pay for a rushed production it costs 22,236 bc. Sorry, that is the cost of an older design that I forgot to make obsolete. My current dreadnought costs 3,532 bc according to the shipyard. However, if I were to rush production by purchasing it in one turn it would cost 47,970 bc. -----------------

14 Replies 3,052 Views
Reply to 20K bug? in Bug Reports

It seems whenever I have more than 20,000 bc My weekly profit get's slashed in half. Okay, I think I mis-read this and over-reacted. I thought I read if the treasury goes past 20,000 bc it get's cut in half.

14 Replies 3,052 Views
Reply to 20K bug? in Bug Reports

So... what kind of fighters do you build that cost 10,000 bc each? Most of my capitol ships are only in the 10-15 range (if that). I'm playing DL with patch v1.4. I'm actually a little puzzled with the cost of my defensive heavy fighter. It's a small size hulll with the following: ----------------------------------- + Positronic Torpedeo II (Missile +15) + Positronic Torpedeo II (Missile +15)<

14 Replies 3,052 Views

At most I would build 2 advanced farms, that would put the max population at 20B. With 3 Morale mining starbases and a few moral increasing Trade Goods I can typically keep my population prety have at an approval rating of at least 90% with 2 Virtual Reaility Centers. That's with a tax of 40%. The rest of the tiles will be filled with Stock Exchanges expcet for 3 which will have Industrial Sectors.

16 Replies 10,202 Views
Reply to 20K bug? in Bug Reports

Well that sucks. I may decide not to buy Dark Avatar then since my strategy is to develop an extremely robust economic empire with very good manufacturing capabilities. 20K is just a drop in the buck in my treasury. I can't even rush the production of 2 heavy fighters with 20k. Yeah, I think I'll definitely stay away from Dark Avatar.

14 Replies 3,052 Views

Does you computer crash when you play any other games? What you describe also sounds like symptoms of an overheated video card. If you don't play any other games, try playing GalCiv 2 with the case side panel off. If the computer doesn't crash then place the side panel back on. Play again. If the PC crashes again, then it's definitely an overheated video card and you'll need to improve ventilation.

6 Replies 1,615 Views

I only on my 2nd GalCiv 2 game so far, so I don't if there is a maximum limit. The limit may simply depend on how many advanced farms you build. But it doesn't matter anyway since more than 20B people in my game means that I need to build too many entermainment structures to keep the population happy. The reproduction rate depends on the approval rate of the planet. If the approval rate is low enough then the citizens may simply decide not go past a certain population level otherwise th

15 Replies 9,556 Views

So, this whole time I've been trying to keep at least 12B people on my tech and manufacturing worlds. I could stay at 6B and use farm/happy tiles for factories/labs and be much better off? I only keep my very small worlds at 6B people. Any planet with a PQ of at least 10 will have 12B people, on PQ17+ worlds I may allow up to 20B people. People are a good source of tax income which you'll need when you s

15 Replies 9,556 Views