In the game I played, every AI had colony ships that moved at least 3 units. Movement 3 should really be the absolute minimum and only if they need to be putting range modules on because the planets the AI's are trying to colonise far off planets. eg secluded hard to get to star systems in corner of m
MacsenLP
In Beta 4 the AI's (at least some if not all) are still building colony ships with a movement of 2. Can the 1.1 version put an end to this because the AI colonisation attempts at the moment are a joke. The AI's need to make colony ships with at least movement 4 and really should be spending 100% on military building colony ships in 2/3 turns after it's bought a load of colony ships/industry early on. Not sure if the AI's still
Could not see PQ bug (returns to original level although soil, habitat, terraform built) having been fixed. This bug has been mentioned on the forums countless times and is a BIG bug. Surely Stardock is aware of it... Lenius.
bump - could stardock verify that they have read this thx
with the class 26 planet, with the new soil enrichment it was raised to 28, however, there was a bug when i loaded my game again it was brought down to class 26 again This horrible bug has been with us throughout the betas posibly before but i didn't notice doubt it has been fixed in the latest beta '
Depends on galaxy size. Must admit i havn't played on gigantic or huge maps i regularly play on large so i don't quite know if range bonuses along the tech branch scale up or something similar for these map sizes. But for the AI to put range modules on combat ships on large maps or smaller is definit
Are the AI's still putting range on there attack ships? For me this is a waste of time and space, if there ships are out of range of there target it's probably a bad target in the first place eg (attacking an empire on the opposite side of the map or crappy range starbase is never a good idea). Or the AI's should just go up the range tech branch and take advantage of the inherrent bonuses instead of wasting space on range modules
I almost never trade with others but I always research trade fairly early so that I can build an Economic Capital. Don't get me wrong in most games trade is an almost essential path to take in Gal Civ 2. But not in this situation in a 1on1 prob small map, getting your pop levels up, production to bui
My suggestion: turn on snapback. Well i've had too, it's the only way i've been able to play the game. Every time theres been a new patch/beta i've turned off snap-back to see if the bugs gone but it's still there. I've also been checking the intel downloads site for the latest graphics driver but
It's still in there, but it is fainter. I can put in a request to make is slightly brighter. I felt it was too bright before. Would be great if you could make the constructor radius as bright as the starbase was in beta 2 or perhaps add an adjustable option so people can choose. Certain sta
thx 4 reply, at least I know someones out there. Suppose I just gotta wait for a stardockian to stumble his/her way here.
For instance, in th game above, if I had been at war with the Drengin, they wouldn't have researched trade because there'd be no one to trade with. To be fair they shouldn't be researching trade in a 1on1 situation anyway their aim should be to conquer there opp as quickly as poss not trade with them
Sometimes I get the feeling i'm being ignored... This is the 2nd time i've posted this bug not a single person has repiled in ethier posts even though this time i've been good enough to post the debug file. To reiterate the problem I can not play Gal Civ 2 without having snap-back turned on as the game crashes my graphics drivers at seemingly random occasions. Is this post even visable to people in the forums or am I wasting my
Had this bug on all versions of the game. If I deselect the snap back camera feature sooner or later it will crash my graphic drivers (latest version installed). Hope this bug can be fixed 'cos currently I can't view the game how i'd like. debug file thing below ... Debug Message: Version v1.1 BETA-3 last updated on: Thu Apr 6 14:45:50 2006 Debug Message: Could not find a TGN Serial No. Debug Message
I think people will find the final 1.1 to be both more challenging at higher levels and more forgiving at lower levels. Still not perfect, but IMO, the only people who are likely to be able to reliably win at levels above "intelligent" are either taking advantage of an exploit or have found some legitimate but missed loophole in
Think I saw something silimlar to you ignuss in the beta 2 patch (haven't got that far in beta 3 yet). In mine the AI's started building the same ships M2-6 i think with particle beams even though it had better weapons tech in other areas and defences were still weak. The PQ levels returning to original values bug that i mentioned in beta 2 is still in beta 3, as well as the free movement needing to press turn twice to change the date bug.
If you were the computer, how would you counter that? I.e. think of the AI as a human player, what's the counter to a sudden, massive sneak attack? Perhaps the AI's could build cargo ships full of sensors or use scouts and locate them in places where an enemy might attack. If it sees a build up
Hi Brad, great journal entry. I was wondering is there chance of another difficulty level beining added in a later patch that stands between Genius and Incredible, perhaps with a 160% bonus. I'm currently finding crippling level (Genius) too easy but going up to Masochistic (Incredible) is a big jump. A level inbetween would make the jump up much more fun and not immediately overchallenging. thanks <img src="http://images.st
There's at least two load save game bugs that i'm aware of which would be nice if were fixed. 1. Free turn of ships moves and date not changing bug when press turn, but no production. This has always been case pre beta. 2. Planet quality changing to pre soil enhancement, terraform etc levels. eg built soil enhancement on lev 10 world becomes 11 quit then load save planet quality is 10 again but you have planet 11 quality numbe
Hi Frogboy/Draginol. Great Journal entry all your work on the 1.1 version looks very impressive, i feel much of it has been needed as although the ai is much better than similar games i've played eg Gal Civ 1, Botf and MoO2 it hasn't challenged me until masochistic level. Can't wait to try out the beta later this weak. Couple of things i'd like to see... Could the amount of food production be added to the main colonies screen.
More info: This is the message I recieve from windows when it happens. The ialmrnt5 display driver has stopped working normally. Save your work and reboot the system to restore full display functionality. The next time you reboot the machine a dialog will be displayed giving you a chance to upload data about this failure to microsoft. Gal Civ 2 was working fine for me until this started frequently happening, any help is appreciated. Lenius.
Quite frequently i'm getting a crash when I zoom in and out of the 2d icons main map window. Basically my video card driver has an error for some reason and stops working completely turning my desktop to 640 resolution and min colours. My graphics card is: Intel 82852/82855 GM/GME etc. latest drivers are installed Feb 2006 its my first set of crashes on the game so far, i'm about 1/5 of the first year through. Lenius.