Apparently, diplomatic "demanding" is totally broken for the player (although NOT for the AIs)- at least in the latest DA patch. When you demand something from the AI (without giving anything in return), even if they AGREE to your demand, you don't actually get what they agree to give you - although you DO still suffer the diplomatic relationship penalty for demanding something from them. This seems to only affect the player - not the AIs. <img src="http://images.stardock.com/
Soulfire777
Having the option to track (have the camera follow between turns) foreign warships and transports when they are in your territory would be very helpful on larger maps, and maybe even have something in the turn summary when enemy warships enter your territory? A "treaty of honor" where both parties agree to declare war before they attack each other would be an interesting diplomatic addition. Declaring war under these conditions would remove all ships from the opposing empire's borders.
I would love a convenient way to know which modules can currently be built on any given starbase (and exactly what they do) without having to send a constructor there to find out. The way it is now, you have to GUESS about where you should send your constructors, and if you are wrong you waste a lot of time. An quick and easy way to allow this would be to just use the exact same dialog box that pops up when you send a constructor there to build (showing you what you can build) - only y
1) I think it would be cool if each civ's starting flagship had an attack value of 1. 2) Adding economic bonus tiles to planets would be cool and add more variety to planets. 3) I would like to have the option to make all starting planets (homeworlds) have identical (or at least equivalent) bonus tiles. Having one race start with 1000% or more of bonus tiles on their homeworld while others get nothing unbalances the game from the beginning.
My suggestions: 1) Please allow us to program our own zoom/viewing angle presets over the 1-4 keys so that we can use those hot keys to quickly access the settings WE like to use. 2) Allow the player to change civilization colors and icons after a game is in progress. It can be confusing when more than one civ has the same icon or similar colors, and if you use the blind starting position option, sometimes you don't know this will be a problem until a couple hours into a game.
It would be REALLY nice if you could do this DURING the actual game (not just in the setup phase). It can be really confusing when more that one race in a game has similar colors or the same icons - and you don't always know until later in the game if this will be a problem (especially if you use the option where you don't see where everyone starts until you explore the universe).
I can't ever seem to get anybody to give me an economic treaty?!? Even when my economy is much stronger than theirs (and thus my 10% is worth a lot more than their 10%) and they like me, they won't even consider it. Just to see what would happen, I offered my economic treaty (which was worth 2-3x anybody else's) and like 8-10 good techs, and they STILL would not accept it? What's up with this? I don't have this problem with research treaties?
Yes I was playing with random races. When I quit and started a new game, I went to load my custom races, and only one custom race was on the list (the very last custom race I had just played in the last game) - the outdated custom race that the AI was just playing was NOT on the list anywhere. I know it is easy when something weird and seemingly impossible happens to assume that whomever saw it just made a mistake, but I assure you in this case that race was not on the list. h
Hi, I just started a game, and I came across an AI player using a custom race I had previously designed to play myself (and had not set it up to be an AI opponent). Even more curious, I had DELETED that race after playing it (because it sucked). How can an AI player be using a non-AI enabled custom race that had previously been deleted? LOL
I wish there was a "Reset defaults" option for this game. For races, Galaxy Settings, etc. I second this motion!
Is there a way to return to the "default" settings for a new sandbox game (# of planets, # of stars, anomalies, etc.)? I adjusted them to try some different settings, and now I want to go back to the "standard" settings, but I don't know what they were. Doh!
I THINK it increases the chance your survey ships have when exploring an anomaly to get the "research breakthrough" bonus. When this happens, you get a free 25% of the total research needed to discover the current tech you are working on, which is great on expensive techs.
Thanks guys.
Hi, Overall, I love the game...but I find that I spend a lot of time shifting my perspective and zoom levels. Of the 4 presets, I only really use one of them, and it takes forever rolling the mouse wheel to zoom way out to a strategic view and then back in to see the graphics. It would be REALLY nice if you could program the 4 view/zoom presets by using the 1-4 keys or something like that, so you could use the settings you actually like instead of the default pre-sets?
Is there any way to get full detailed stats on enemy ships in orbit of planets? The little "i" button is not available for enemy ships in orbit. You can see their attack and defense stats, but not their potential warp speed or anything else about them. Also, I seem to recall seeing somewhere that a new feature of the DA expansion was a new enemy ship report page, so you could see the stats of their ships at a glance without having to click all around the universe on each ship individu
I guess this is a minor thing, but I really miss turn button switching green when it is the end of your turn. =/
Hi, Whenever I use a custom race, the race is getting "free" abilities it should not have. It started off giving me free loyalty +20 and soldiering +25. Resetting my abilities gives me a full 10 points to spend, but retains those extra free abilities. After playing around with making and saving custom races, I am now getting an extra "free" ability in addition to those already listed: Military Production +40. You CAN get rid of the extra abilities by manually selecti
All I can say is WOW - sounds AWESOME. Any chance the "civilopedia" will make it in that quickly?
Why would something you are allowed to do be turned off for the AI? In Civ4, when you turn it off, tech trading is disabled for EVERYONE. So you would not be cutting off an option for the AIs that would still be available to the human player - it would not allow the human player to tech trade e
New Gaming Radio has a very positive review of GalCiv2 (9.5 / 10) on their podcast at: Link There is also some info on Elder Scrolls: Oblivion and some other stuff in the podcast, in case anybody is interested...
Awesome! This will be so helpful, thanks!
How about when a tech is traded, the reciving party doesn't get the whole 100% of research, but gets maybe 50%? Great idea! You get the fundamentals of the technology, but still have to fogure out how t
Most games allow you to be aware of special resources as soon as you discover the planet, so that you can incorporate that information into your decisions about which areas to colonize first. Is that information hidden in GalCiv2 until after you colonize, or am I just missing something obvious?
IF the AIs only trade techs the EXACT same way amongst themselves as they do with the human player, that is fine. But if the AI will trade amongst other AIs easier or cheaper, or more frequently just because they are AIs , then that sucks. I just HATE the general dynamic of the AIs "ganging up" on the human player as an artificial device for inflating the difficulty.
A copy from Civ4, but a great time/tedium saving feature: You click what you want to trade away or get from the AI and then click "what does it take to make this deal work" and the game shows you what the AI will accept in trade.