I am having various video issues with GC2. Text and other Gui boxes are not rendered, overlayed incorrectly or missing information. A sample is visible on the address below. I run a Fujitsu 5010 with XP. http://img6.imageshack.us/img6/7119/gc2taterranalliance1236.jpg UPDATE I have uinstalled and reinstalled galciv to no avail. It seems wor
Hokie
until the enemy starts making your planets disappear, and start bombing the hell out of a planet, and you get angry that they can do that, it unbalances things because you could just take a fleet and go around the map on turn 20 and do that and win, it takes the strategy out of the game [Captain] [5 Game Winner] [Human] [Over 15 Battles] [Chaotic Good] [Beginner] </T
I've beaten all intelligent foes several times. Honestly it wasn't that hard (although I will admit I purposely start away from any civs because my strategy makes me weak early game). Haven't tried it on 1.1 though; will let you know.
I'm sure this topic has been broached before but I feel the need to bring it up again. I find it too tiresome to conquer planets via transports and I feel that the lack of a stellar converter type weapon (for all you people younger than 25 its a bad ass weapon in Moo2 which obliterated planets and was quite good vs. ships too, although for the same size you could fit a dozen more effective disrupters) detracts significantly from the game.
ATTN DEVS I do not understand how CTRL-N works now with the implemented changes? Are you stating that it will change the number of races and randomize who they are each time I hit it (which I definetly don't want) or will it do so only if the radio button for this feature is clicked in the galaxy setup (which I don't mind)?
Moo2 had something like this. They were like cargo pods that you added to a doom star or titan and it let you add like 20 more disrupters (depending on your tech level of course). Made the ship cost a heck of a lot more. But this isn't a bad idea necessarily. It lets people build smaller amounts of elite ships so people can decide what strategy (quantity or quality) to use over a greater variety of options.
^^^ Same style here. My strategy (below) makes me no match for the computer for the first year. Colonize, Colonize, Colonize. Thats pretty much it. Buy 3 colony ships off the line set spending at 100percent and taxes at 50% (still usually have negative outflow for the first few months). Set mil spending to zero while you bulk up on improvements and civics techs (farming, industry, research and trade). Hand over money and techs every once in a while if the computer gets uppi
Also I love tech trading and find that I often cultivate good relationships with an opponent who is researching down a patch that I am interested in. I let them research weapon X+4 and then start to barter with them to get it, for as least as possible. If I am lucky then I can either use it or just research weapon x+5 without having to have researched all the previo
Although I am pretty pleased with the overall bredth and organization of the techs available I find that there are just waaay to many military techs. I understand having tech branches for each type of weapon and technology but researching 5 types of phasors? Thats overkill. What do you all think?
Then your game was bugged or those were resources and not anomolies, BladeVenom. Frogboy has already stated at least once that 'auto survey' will find all anomolies on the map as they couldn't turn off the AI knowing where they were, No I've had this problem too. A scout ship on auto survey won't
^^^SIGNED If any of the devs are reading this I would gladly pay a nominal fee (if thats what was necessary) to get William Shatner or Patrick Stewart to narrate the game. Leonard Nimoy in Civ4 was a brilliant touch, did much to polish the game. This could only help you. Ohh and don't forget the robot from Lost In Space. He could say Danger, Danger when the dread lords approach
Yeah I think they overvalue them too. I don't know about you but I'd take industrial sector over phasor mk4's any day
as it stands now even if you downgrade from warp drive to ion drive you have to shell out money. This makes no sense because I'm sure selling that warp drive would recoup your costs. They need to either decrease the cost of upgrading or integrate it into military manufacturing somehow.
When you do a mass upgrade of ships (which is extremely important if you have 50 fighters and you don't want to micromanage every upgrade) the computer lets you do the exchange even though the upgrades at around 500-2000 a pop over 50 ships will put you around a 100000 in debt. This shouldn't be allowed but I find micromanaging in a strategy game the greatest evil. Which is why they need to drop upgrade costs by at least a factor of 10.
It needs to be left in or the ship upgrade feature needs to be changed, because I'll admit it I abuse the feature when it comes to ship upgrades and I usually trash the computer on tough and painful. Its ridiculously and idiotically expensive to upgrade a ship (hell even to downgrade one costs an insane amount of money).
I would have to agree fully with star pilots assesment. Star bases as planets, albeit smaller less capable ones would be a better direction for the game than just building annoying bonus modules.