Mooncusser, what about GIGO? Garbage In, Garbage Out! In my experience, it's problems with how the software was written, not the user. (But then, my job IS testing software and firmware! ) Would / should the Civ Capital give 24 in this case? It's not Jeda's homeplanet, but a captured planet... I've not yet captured enough other races' homeworlds to
Zild
I do not think SDC is as painlessly as possible for the user... Nor do I think it's all about stopping piracy (seems like it's awfully good at advertising Stardock's other products too...) Besides, accessing the downloads on the website requires the serial number anyway, does it not...? And I'm sure the filesharing networks will get hold of the updated versions eventually, somehow... I actually read very good things in a review of
Ah, thanks... So all of the mining starbases affect your whole civilisation? And this means any starbase built on a resource, right? Sorry, I seem to have totally missed the point of that! I presume, then, that the area of effect listed for a mining starbase is for non-mining-related upgrades, such as military assistance? (I really should play with starbases some more to learn this...) But non-resource-based starbases o
I was playing the first mission in the campaign last night, and I took over the Morala Resource towards the centre of the map with a constructor (had to fight off the Drengin first, but their own stabase had never been upgraded so fell to the weakest of attacks...) Yet when I checked the nearest colony (shown as being well within the starbase's circle of effect - about 2 or 3 pc away!), there were no starbase bonuses listed. Is it
I don't think 'fooling' the game is really what you are doing - it can be a tough choice between building a new research centre and a new market (no point having lots of research facilities if you can't pay for them - it took me a few games to learn that the hard way ) I still think there could and should be a semi-realistic explanation for it, thou
Thanks for trying to explain guys (though for the record, I personally have understood this particular nechanic for a couple of days now). I've been trying to think of a good way of explaining it for other people, and so far Omnisentry's is the best I've seen. I don't think that this mechanic should be chanegd, nor do I think it needs to be 'realistic', but having some kind of explanation as to why it works that way is going to be a lot clea
In the Empire screen (I think that's its name - the one where you can compare your stats with those of other races, or view graphs, or see a summary of all your colonies), could it be made so that, in the Colonies tab, clicking on a colony's military, social or research value sets that as the focus (or unsets it if already set)? This could save a lot of time chaning between this screen and individual planets. Likewise, clicking the colony name could be
I've only twice passed turns in planetary view, both by accident - it seems to always happem when I have just loaded a game (for example, when I've replayed the same turn a few times to get used to some of the rules, or after I've been forced to leave my comp for a bit...) But it only seems to restore the movement rates to all of my ships - no other visible progress seems to be made (no enemy ships move, no construction or research of any ki
Thing is, people can't get a hold of 1.0X because it's listed as legacy, yet 1.1 Beta isn't quite available yet. Sure, kudos to Stardock for giving us the 1.1 version (even if it is only Beta) tomorrow (I think that's what they said in the feature request list...), but that's SUCH a long way away (Besides, having 1.0X available as it was a few days
Make it so that clicking 'Turn' after loading/saving actually makes a full turn happen (either loading or saving - or both - makes it so that when you click 'Turn' social production, military production (?), population growth and research does not progress...)
Make it so that clicking 'Turn' after loading/saving actually makes a full turn happen (either loading or saving - or both - makes it so that when you click 'Turn' social production, military production (?), population growth and research does not progress...
Whilst I do not disagree with any of that, I feel I must fight the corner of (some of) those who complain... I agree, things should be clearly defined as bugs or requests, but what if a person does not know which it is? Or if a person sees something and believes it to be a bug because the feature in question does not work as they thought it would? (Note: Not how they think it would be good, but how they understand the manner in which it is s
I would like a checkbox option to hide "unneeded" Techs from both the tech tree and the diplomacy trading screen. That is, techs which have been "skipped over" due to trading for a higher one should be able to be hidden, both so that the offers of other races do not clog the screen and we do not inadvertently bid for a tech we do
In the planet screen, show the number of hammers required to finish a building, number of shields to finish a ship, and number of beakers to finish a tech?
Well, I did it about 15-20 times.... 1 social point being produced per turn. First turn it said 30 turns, second turn also said 30. Third and fourth said 29 turns, fifth and xsixth said 28, and so on... I'm guessing it's just somewhere along the lines there's been a factor of two that has crept in - if this is right, it should be relatively easy to work around. So an annoying minor bug (if it is a bug and I'm not missin
Is it just me, or does the pre-made colony ship have a capacity of 500 despite having 2 colony modules? Is this just something they've added as a visual effect? First (and only!) time I built a core colony ship was when I thought that it worked out slightly cheaper in one instance, having two modules. But then I found that it actually only had the capabilities of one module. I see it also has many support modules that have no effect...
Well, I did it about 15-20 times.... 1 social point being produced per turn. First turn it said 30 turns, second turn also said 30. Third and fourth said 29 turns, fifth and xsixth said 28, and so on... I'm guessing it's just somewhere along the lines there's been a factor of two that has crept in - if this is right, it should be relatively easy to work around. So an annoying minor bug (if it is a bug and I'm not missin
No, I have plenty of cash... For some reason, the estimated time of completion tends to be about half as long as it actually takes!
Sorry if these have been posted before - a few too many pages to read through. (Okay, I feel really sorry for the guy who has to read this to decide what goes in, but at least he's getting paid for it! ) Priority spending sliders that function better (when one slides up, the others slide down correspondingly). Build times for buildings th
The way the economy works is now beginning to make sense. Having some kind of reasoning as to why it works might help people learn it a little more easily, but yes... by unlearning what I'd learnt before, it is making sense! My population definitely didn't grow - I had a 4.6b pop and a 500,000 pop, neither of which changed. I don't know what caused it, though, as it all seems to be working fine now... Perhaps the bug Mortimon mentioned about
I'm sorry, but your answers haven't really explained much to me - but many thanks for trying Unfortunately, I can't just cast aside my anal-micro-management ways (as much as I would love to!) and it seems wrong to me to try to play a strategy game without understanding the mechanics involved. What worries me about GalCiv2 isn't the bugs
I'm sorry, guys, but I have to throw my weight in with the confused party! Years of Civ have obviously got me used to a totally different system, but even after viewing the tutorials, skim-reading the manual and skim-reading this thread, I am still lost... I even did a bit of experimenting, but couldn't figure out what was going on... As an example, I have my brand new, shiny homeworld, with its 24mt production. I buy a factory st