Yeah, once you start getting a ton of ships and colonies it takes a lot longer to load a save game.
You can't change the resolution from 1024x768, but you can run it in windowed mode if you like. Just create a shortcut that points directly at the galciv.exe and add a w after the target. So the new target will look something like this:
"C:\Program Files\Stardock\Drengin.net\GalCiv" w
Notice the space after the final quote and no hyphen. It will still appear fullscreen unless you are running at a resolution higher than 1024 x 768. You must be running in 16 bit color for the windowed mode to work.
[Message Edited]
Thanks!
Bill
~SDC~
thank you
~SDC~
~SDC~
SmartException can be installed from the free stuff tab in stardock central. If, for some reason, you can't get it from stardock central, here is a link:
http://www.stardock.com/temp/sx-odinst.exe
I talked with Brad about the minor races and he's going to tweak them.
I've fixed the up issue bug. We should get an update up next week.
Slows their growth at exposed planets if they go to war (with anybody), speeds collapse of dying civs like nobody's business, and offers player a way to take a huge bite out of every AI planet before invading. You want to beef up the difficulty? Fix this bug.
Another huge issue: alliances and war/peace. Rare are the times when all members of an alliance make peace with someone at the same time, so once allies end up at war with another AI, that usually goes on without end. There are ALL KINDS of exploits available to player in regard to making peace:
* Allies do not get upset if you make peace with those they are at war with.
* Allies do not immediately demand you go to war, allowing player to sit around and ignore their obligations for a while.
* Player can make peace at ANY time, huge huge HUUUGE pile of exploits attached to that one.
1) Player can immediately make peace again after an alliance finally is triggered, allowing player to completely ignore (in effect) the alliance obligation.
2) Player can extract peace concessions and immediately return to war, with no penalty. (Meaning the peace deal was a complete bad-faith ripoff -- something that would have enormous diplomatic consequences in any context, but has no effect in GalCiv).
3) AI's will give up peace concessions immediately, in many cases, allowing player to circumvent the "threaten" mechanism and go straight to war, test the waters on possible concession, and completely bully any civ that is weaker than the player, all the time knowing he can gain immediate peace again at any time, including right away. I've picked up multiple planets "for free" in the final mop up phase this way on a few occasions.
4) Player can still talk to majors who have lost their last system, allowing for one final round of trading or extortion "from the grave".
The senate seems like a good mechanism for imposing a few limits on the player, disallowing the player from going to war in certain situations, or going right back to war after having just signed a peace deal. Was that ever intended? If so, why was it scrapped? If not, will you consider it now?
These bugs/issues have been around since I bought the game two months ago and patched to 1.10 -- I suspect they have always been there. I thought I might see some improvement on these issues without having to say anything, but not in the last two patches. Have you been aware of these issues? Are they on the To Do List?
Some minor bugs/issues:
* The tech "Hyper trade" is missing a capital letter? Shouldn't that be "Hyper Trade" to match the format of the other techs?
* Player can "cancel" the offer to build a starbase and leave a constructor parked ON a resource, where the AI's cannot reach it. This allows player to "possess" a resource without having to pay the 10bc per turn maintenance on the base. No bonus is accrued, but in the early game when the maintenance cost is high, player can "save" money this way. SUGGESTION: change it so that if you cancel a starbase construction on a resource, the game kicks your constructor back to the tile it was coming from, much like the way colony ships are done when they cancel at a planet.
* Any alignment can gain any technology. This largely negates the purpose of having alignment-specific technologies. SUGGESTION: require certain alignment ranges for the EFFECTS of alignment-specific techs. That is, you not only need to be in a certain alignment range to be able to research the tech, but you must also be in that range to be able to build the things the tech allows, or to gain the bonuses and abilities offered by the tech, and EVEN for the buildings and wonders associated with that tech to continue to function.
Example: The Dark Side is a tech available only to Demonic civs: alignment 10 or worse. Continue to allow anybody to know the tech, the way it is now, and to need alignment 0-10 to research it; but ALSO require alignment 0-10 to get the option to build the Life Force Power wonder, AND require alignment 0-10 to continue to gain any benefit from the wonder.
After all, if a civ swaps alignment from demonic to neutral or good, would they continue to feed their people into the death furnaces to power their economy? NO! They'd shut down that evil artifact, maybe turn it into a holocaust museum.
Example 2: Player needs alignment 80-100 to research Hyper Trade. Seems awfully strange for both the good and evil +trade-route techs to be operational at the same time. Makes it too easy to get to 10 trade routes, for one thing, and diminishes the value of extra trade routes selected as bonus picks on startup. Shouldn't player's civ need to stay in the 80-100 range, logically speaking, to have the goodness in society to support the extra trade?
While we're at it, if you act on this idea, perhaps it would then also be good to add a few Neutral Techs, which are only available/operational to civs in some middle range? Just a thought.
- Sirian
that being said. therei s ahuge bug in this game.
the aliens dont form fleets. In fact, during a war, i had to watch 20 corvettes attack a dreadnaught one by one, it took a total of 5 whole minutes. Thats a pretty long wait when playing a video game. this never happened in the previous versions. please fix this. it makes the game nearly unplayable as the map gets larger and the aliens accumulate more shits and makes it difficult to sit through and play the game.
~SDC~
When I could beat the snot out of a civ it always goes to someone else instead of me being able to negotiate for absorbing them.
~SDC~
When you invade a starsystem for the first time, it shows 2 videosequences, one with the armada approaching a planet and the other with those spaceships firing on the planet surface with the explanation that invading a planet is an immense undertaking which requires both ground and air support.
In 1.12, the video with the approaching armada is shown in both screens. So the last video has been forgotten.
It was a race that had only one planet if that would matter.
However, as of 1.12 I've now seen it get confused and show the genocide movie instead of the invasion movie twice when I did not wipe out the target civ with the invasion. Probably one typo in a line of code somewhere, or a pointer aimed at the wrong address.
- Sirian
[Message Edited]
um maybe my version is bugged orsomething. i still have the universalist party....
Welcome Guest! Please take the time to register with us.
- Richer content, access to many features that are disabled for guests like commenting and posting on the forums.
- Access to a great community, with a massive database of many, many areas of interest.
- Access to contests & subscription offers like exclusive emails.
- It's simple, and FREE!