I'm of the camp that might use it once or twice as an amusement, but probably not more than that. I can see the problem that if it tries to tell the story, but doesn't do it that well, or is inaccurate in places, it breaks the suspension of disbelief. I'm kind of with you Brad, that it either works well, or it doesn't work at all. That being said, I'd vote to spend the time on it, even taking time away from the AI *shudder*, for the simple reason that it pushes the envelope of
Burianek
Hmm, I don't want to rehash everything that's been said before, so I'll just qualify my following statements by letting you know I voted 'no'. To add something hopefully new to the discussion, I see this issue partly being about timing. We all know that a really excellent 'classic' game can have people playing multiplayer for years afterwards. Take something like Starcraft as an example. Doesn't matter how old it is or how dated the gfx l
You can save a hull with no components on it. When you want to build a ship using that hull, select it to upgrade, put components on it, and then save it as a new name.
I'll give it a shot: 1) cultural border is the border displayed in the game, there's really no such thing as empire border. Or another way of looking at it is that they're one and the same. Locations of starbases are important. They add the culture to their localized area. 2) You can't as far as I know. <img src="http://images.stardock.com/gc2/T_DL/smiles/Mad.gif" border=0 ALIGN="
depends entirely on the game and who you're facing. putting major defenses on ships requires twice as much technology as weapons alone. also, putting defenses on a ship in the dread lords campaign is just wasteful a swarm of fleas has its uses too, especially if they're quick and can attack 1st.
I could go either way on this. I agree with many of the points on why it would seem logical to change this. At the same time however, remember that the AI is forced to deal with the same limitations. Changing the way this feature behaves isn't going to give you more resources or money to use against the AI, they'll get the benefit to use against you as well. Forcing social spending in the absence of projects reallycan be thought of as a tax on your manufacturing base.
Also, ship designs only show up for the same race type. If you design a bunch of ships for the 'human' ship type, they aren't going to show up when you play as the torians.
Yup, that is correct. The tile bonuses are being applied in spite of the fact that you cannot visually see this in the details section when the building on the tile is selected -or- in the summary screen. You can verify this by playing around with your spending and running the numbers yourself. The only place the bonus will show up is in the resultant production numbers at the top of the screen. Those are being calculated with the bonuses. I'm not necessarily sure I agree th
Yup, that is correct. The tile bonuses are being applied in spite of the fact that you cannot visually see this in the details section when the building on the tile is selected -or- in the summary screen. You can verify this by playing around with your spending and running the numbers yourself. The only place the bonus will show up is in the resultant production numbers at the top of the screen. Those are being calculated with the bonuses.
Yep. I've noticed a few times that it seems like they don't level up at all for a few battles and then all of a sudden they're leveling up every signle battle they win. I saw another post on the forums saying that experience wasn't being reset properly in between levels, that would certainly explain it. I have no idea if that's true or not, since I've been so obsessively playing the game and having fun to do a detailed check <img src="http://images.stardock.com/gc2/T_DL/sm
wait 'till you meet the dread lords in the next mission. took me four full game tries on tough before i finally beat that one. rush tactics don't work because all players start out with 30k credits. most engrossing strategic challenge i've had in a long time, interesting too, since handling (avoiding) the dread lords throws such an interesting wrench in the mix. lot of fun, well balanc
yup, corresponds to the 'tough' game setting if you set them all globally
out of all the reviews, I found UGO's review to be the most balanced and accurate to date. If anyone is debating whether or not to get the game, this is the review I'd pay the most attention to. I don't necessarily agree with the reviewer that the lack of tactical combat is a minus, but *shrugs* I agree almost completely with everything else said. cheers.
there's a seperate d/l that alters your registry and unlocks the ce stuff. go to: www.galciv2.com/collectorsedition
Got mine today as well. Illinois. Nice box.
There's a couple techs like that that don't do anything. There's a telepathic missile defense tech as well. Check in the info screen about the tech to make sure it adds a new improvement, or ship component or ... before you research it. If the window is empty, it does nothing. My best guess is that these techs fit in with the campaign somehow and shouldn't be in the sandbox galxy mode, but I haven't played the campaign yet to confirm that. Cheers.
Oftentimes, what the AI will do (which I have started copying) is buy colony ships and just send them out in different directions. Just to get them away from your home worlds and out in space. That way, when you do find a colonizable planet, you likely have a colony ship closer to it than having to start from your home world. A few turns can make all the difference on whether or not you win the race to colonize.
Bradylama, This is only speculation, but bugs like this are usually a result of something working just fine in the past, but then getting accidentally messed up right at the end. A video game is a lot like a car. There's a ton of moving parts, and changing one part often can have a knock on effect further down the line. It's very very possible that in fixing one thing, you might accidentally change something that breaks something else. That's why games get intense periods of testing
Tooltips for the colony screen: - military, social, and tech production in the top windows (showing how much is being spent on them and how bonuses get applied to give the resultant production numbers) - tax revenue (showing bonus being applied to some base tax rate on population) I understand that these may be somewhat difficult to provide quickly, but knowing why a value is what it is is the number one important thing for a strategy game. It's how you see if y
for me it's the ship designer. I keep telling myself, it's just a transport, I do not need it to look cool, I do not need it to look cool ... 20 minutes later, I have a new transport ... and it looks cool. heh, most addictive feature ever. It's funny how much more attached you get to your ships too, rdally enhances the overall experience in the game. A lot more than the designer did in Al
pretty sure you can just go forward from there
Yeah, it's really amazing how much that levels the playing field too, making the game much less dependant on the map you end up getting isn't it? I suspect a decent % of civ4 games are won or lost based on whether or not your 1st city has corn next to it. Starting with the cash to expand quickly gets you right into the good parts of the game quickly, and allows you to at least have a fair chance on any map you get.
hmm, first my post shows up in the wrong thread, and now i can't edit. ignore the above post plz, wasn't meant for this thread
weird, posted in a different thread and it showed up here (edit - post content removed since it doesn't apply here)
heh, wait and make sure it works before you start to worship there is a galciv folder in /my games though, and there is a prefs file in it somewhere. not exactly sure what happens if you delete it, but the worst is that you'd get all your settings reset. if you wanted to get really clever, i'm sure you could open it in notepad and find the section where you botched up the yor and just remov