I'd like the diplomancy system improved a bit, especially with respect to warefare and peace. My enemy may be technically stronger military and economically, but if I'm in a better position to assault and take his planets, and am seriously threatening to take over key planets, I'd like to see the AI more receptive to diplomatic action. I've also seen large empires get wared by 5 civilizations, and refuse to peace me even if all their major battlefleets are on the other side of a huge galaxy, s
Delwack
hm yeah, that's exactly what happened. I tried disabling every texture I could, and I found it prolonged the time I could play to 3 and a half hours before the out of memory error occured.
oh that's not a place to get any anime, it's just merely a list of what I've watched
Yeah, I'm having the same problem with 1.61, I have a vista (x64) ultimate machine, with 4gb of ram, and a glance at my g15 keyboard tells me I start at around 35% ram usage, and it slowly but surely goes up until I get the save-memory crash at around 75% usage. It takes approxmiately 35 minutes to an hour to get to this point, on a huge map with 9 opponents + minors. The game doesn't actually _crash_ persay, although a lot of things get distorted after the error. I thought it might have some
well... I guess my comments should be limited to something very simple: delwack.myanimelist.net I think I've seen too much for my own good ^^;
I seem to have encountered the same problem, I was just playing a game on gigantic, and I had massive fleets of constructors building everywhere. I was unsure as to the cause, but I notice this problem only when I am doing a cultual conquest, so it would make sense that it is related to defecting planets. I can also send a copy of my game file, as well as the debug.err if you wish.
It is possible to achieve “perfection” in nearly any game. Given (or with enough data to deduce or reverse-engineer) the formulas that make up the mechanics of the game, you can devise the “perfect strategy”. Since it is tested, tried, and true, all games, after a while, become somewhat boring. It is true, from a pure efficiency standpoint that there are only certain strategies that are effective. This is true of all games, due to the mechanics that make up the game. Tactics that are “effec
I recently bought and have been playing GalCiv II like crazy, however I think I still prefer Civ IV. I feel a lot of important points haven't yet been mentioned, although I'll also mention some of my favorite parts of both games (that already havee ben) About SDAC (which I really consider a succesor to Civ II,) had the one thing that I REALLY loved, which was the unit-creation. Galciv II hooked and sold me on that. I don't like how your power in galciv II is determined
excellent excellent program. this has definitely made my life much easier being a relative newbie. I do, however, have a quick question. Aren't some bonuses instantly avaiable upon the completion technology research? (ie +10 to diplomacy from alliances, I believe) I don't see those bonuses listed (unless I'm missing something) .
Prefix - Beam (laser), Assault (mass driver) Missle (missle) All multiweapon systems use Hyper as their prefix (and I don't use multiweapon platforms that often) ships without engines (ie for defensive purposes) will have a D inserted here (after the prefix, before the ship designation) Tiny - Drone Small - Fighter (fgtr abbrv when name is too long) Medium - Corvett (no defense - abbrv. vett) frigate (has defense - abbrv. frig) La
Hello, this is my first post, so please go easy on me Due to the controversy surrounding attack and defense, I'm attempting to write a c++ program with the goal of ultimately figuring out a fleet's probability for victory (and probable hp of ships that survived). However this is somewhat of a big undertaking. I've made some progress, but ran into a wall due to a lack of solid information. So far I've done a damage probability