Soulfire - you have seen the "Upgrade" button in the ship design list screen right (at the bottom)? I guess at least this will work for ships you design, but I wish you could use it on the stock ships too. This will help though, thank you. <img src="http://images.stardock.com/gc2/T_DL/s
Soulfire777
I enjoy building special ships, but I really wish I could copy old ships and just upgrade the engines on them or something when I want to instead of having to always start over from scratch. Or be able to build just the cosmetics of ships and save them to use later and add functional parts to them later whenver you want. I am usually NOT eager to spend an hour making a decent looking colony ship just to make it go 1 parsec faster a turn, but I don't want crappy looking ships or just
One solution for people seems to be, since you can save your designs from game to game... if you just create a base template ship with only Extras, and no extra weapons/modules etc, for each hull type, then each time you load up a game, you can just Upgrade that design with whatever stuff you research and save it under a new name
Ok, so what is the ideal place to build them? Build influence SBs at the very edge of your territory? Build them midway between your outward planets and the enemy border? Build them exactly 8 parsecs out from your outward planet, towards the enemy border? Something else entirely? I just have no clue how to do this.
What I don't understand is: what is the source of the influence the starbase amplifies? How close does it have to be to one of MY planets for it to have enough of my influence to amplify for it to be worth building?
Apparently I placed all my influence starbases wrong - they don't seem to be doing anything at all. I placed one in the center of 3 good planets, thinking it would amplify the influence of each planet in the starbases range. I then added several more influence modules to it, but it didn't seem to do ANYTHING to the nearby planet's influence output? So how do they work exactly?
Well, overall I think the game has HUGE potential. There is an incredible amount of depth to the gameplay. I love the graphics. The interface makes it fairly easy to access information about your ships and empire. The game succeeds in making you want to play "just one more turn", and when you cannot actually be playing, you will find yourself thinking about the game and wishing you WERE playing. However, I am sad to say that there are a few critical flaws and ommissions
I love it too, but I'm not very good at it. Also, I would much rather spend an hour building my brand new uber-warship than just making a colony ship move 3 instead of 2. And I would like it when I DO spend an hour making something cool, if I would be able to use that design for as long as I want.
I think it would be nice if your population growth rate on each planet was determined by its approval rating. Instead of requiring 100% approval to instantly double the population growth, have the number scale more evenly so that a planet with 90% approval grows twice as fast as one with only 45% or something like that? This way, you would always need to decide between long term population growth and short term income.
You REALLY need to be able to copy existing ship designs into the editor when you are designing a new ship class. Example: Copy old colony ship or constructor design (and its appearance) - then in editor just delete the old engines and put your newest ones on, etc....Instead of having to design the whole thing from scratch and/or try to figure out how to make a brand new ship look similar to the old one, etc... Without this si
Yea, this happened to me too. Now I don't know how to get the race back to it's default setting. Why does spending the leftover points take away the race's standard stats? The standard racial stats should be locked IMO.
The game is about using your mind (not cheat codes) to overcome challenges. What is the point of a "strategy game" if you throw away any need for actually using strategy?
Hi, Is there any way to copy an existing ship design into the new ship builder? Designing decent looking ships from scratch can take a loooong time. Being able to COPY existing designs and only having to change/upgrade the parts you want would be a HUGE time saver and convenience (compared to building every new ship class from scratch), and be very helpful for those of us who are less artistically inclined. :SURPRISED
Hi, I really LOVE the game overall so far, but I simply cannot believe there is no civilopedia type of feature to show the actual game effects of the many technologies. How are players supposed to decide which future technologies are critical to their overall strategy when they cannot see in concrete terms what any of them actually do?
I have read that deathstars (or movable starbases) are not in the game currently, but are one of the things they are seriously considering adding later. I would imagine they could also be MODed in.
Hi, The manual states that the humans do not start the game knowing where all the stars and stuff are, but all the other races do (like GalCiv1). My question is whether this just plain disadvantages the humans compared to the other races, or do they get something else extra to kind of balance this disadvantage out? Also, for people who LIKE having to explore the map even though it may be something of a disadvantage, is there
Thanks for the info guys!
Can someone please explain the actual effects of borders in GalCiv2? Does it prevent other civs from colonizing planets inside your borders? Can other civs move ships into your territory? Can you build starbases in other civilization's territory, etc? Are there different kinds of border agreements (open, closed, etc.) like in Civ4, etc?
If I build a constructor, and have say 3 different starbases I could send it to, is there a way to see exactly what I could build at each stabase before I actually send my constructor there...to decide intelligently where I want to send it...where it will help me the most? I really hope I don't have to just guess and/or hope I remember what can be built there and/or what it does and not find out til after the constructor gets there that I'
I find myself thinking of the smallest hulls in GalCiv as being small corvette class vessels with a crew complement of 5-10ish, but that's just how I choose to envision it personally.
It would be kind of neat if, after you surrendered, you got to see the rest of the game play out to see how it all ends - and see if your surrender helped whomever you gave your empire to beat the other guys. hehe
Maybe instead of "wasting" social production, at least a fraction of it could be converted to something useful or dumped back into the treasury or something?
To anyone who has played the game enough to understand it well: Since the attacker always gets to attack first, and particularly where fleets are involved where some ships might be destroyed the first round of combat (thus the defender will be forced to counterattack with less than his full fleet), does this give the attacker an overwhelming advantage in battle or not really?
It might be nice to be able to override the default order of which enemy ships your fleets will target first when engaging the enemy, but I have not actually played the game to know if this is REALLY necessary or not.
Are the pre-order extras already in the preload, or will they not become available until after the game ships and be another seperate download or something? PS - If it matters, I preordered with the tokens from the Total Gaming Net instead of from a retailer. I hope I still get all the goodies?