well seeing how i'm new, and this has probably been said over and over (as this thread says this topic is overdone). whenever playing the AI .. anytime I do quests and get at least one partner, that's the end of any significant challenge. there's one map, i think it's called maelstrom.. had problems when first playing, although i'll admit I haven't given much play to single player anymore. like others have said, if you don't play in a team, you should get a different e
flymetothemoon
would be nice to have starbase construction automized. the AI automatically do it without effort, so should we. sure i havent played DA yet, but from what I gather, building these is still the spam countless of constructors and build thing, which is a chore, and chore that isn't fun after doing it more than a dozen times (or some other number of times you feel comfortable with)
couldn't the logging be done in a seperate seamless thread, independant of the save file? ... but anyway some logging would of been cool. when i played eu3 i noticed it had something like that and i thought to myself, wow neat that's what i was reading about, some AAR maker! but in fact i was confusing myself with this game
i'm just wondering what happens when you start a game like that
i've just re-installed galciv2 after reading some of the newest beta changes and fixes... but now i can't find a link to download it anywhere is it exclusively available with stardock? doesnt that program (stardock) have problems, and among them, not being able to use the systems environment proxy/socks settings? would really be cool if there was just a simple link that asks for my serial and voila.. download directions please <img src="http://images.stardock.com/gc2/T
i'd like a center start option. nearly all strategy games that i can remember where i've had a great experience, happens when i'm in the middle of the map you just can't beat having multiple fronts, it really makes the AI seem that much smarter
the goal then is to make a rebellion type game for gc2? that would be amazing!
I wonder if for a patch the devs could add in some quicker transports to help the AI out? that would be great. would actually force me to build ships to keep in orbit and build those orbital defense improvements
hi, i have a special class of ships, originally named 'scouts' it's a cargo hull fitted with several engines, a whole lot of sensors, some range support and one little laser. these scouts can then go behind enemy lines and destroy the AI's undefended starbases. i can also send these scouts into heavy trade traffic zones, destroy some freighters, then quickly pull out. it's
how do you enable that tab?
a followup to my previous post: by increasing the difficulty level this tactic became much less feasible. initially i would get much less cash in trades and that is only if i did manage to get a trade agreed on. eventually i did gain the upper hand in research, at which point i managed to pull a fast one and cash in big. at least enough to upgrade my entire fleet. afterwards, relations began to drop and while I was still ahead i
The radius is about like a half dollar when you build it and it will increase up to about the size of a small orange with all the modules (this is on a 19 in screen). Modules increase power and range. Left click on the sb and you will see the aura, then you can estmate for future bases. i
in the latest patches, it looks more like the AI holds onto the military techs, ie where they have the message with the advisors. anything else goes. and when enough AIs have that military tech, then you can trade it easily. some of the points here are great: blueprints (trading the tech gives you 50% research done, kind of like the 25% research anamoly) and with that of course disabling of techs trades ahead of current reas
a good thing to do also is redesign the basic ships to have the most engines as they can hold, and range support for the scout. a cargo hull for the scout to fit the most you can. that way you can find AIs faster, trade for their faster drives, so your colony ships can reach those planets before the AI
One time I had the United Planets vote for the same thing, I was the lucky winner that time too. But then when I closed the UP screen, I couldn't find my bright new shiny planet anywhere i saw the exact same thing happen to the AI. when the UP screen poped up, it said something like "the planet ." n
this is easy to reproduce. play a game, design ships give them your usual names. then, the next game you play, do the same thing, ie use those names that you usually always give to your ships. if the name has already been used in a past game and GPF. i keep telling myself to lower the autosave delay so i can recover with the least loss and i keep forgetting to do that. this just happened recently, and went to the user data folder (my docs/my games/galciv2) to delete the custom ships f
it won't decrease. i've halted espionage funding and the intel never decreased over a long enough span of turns
so unlike the description in game that says "no more money is needed for spying", if i keep funding it, that's how I can cause unrest and steal techs? edit: iow, spying is now optimal but BCs are still required for 'black ops'?