Ok.. More information on the lost jewelry problem... and a possible work around for those having the problem. Here is how I was able to reproduce the problem. 1) Create a ship from scratch and save it. The ship files appear in the "My Games\GalCiv2\Metaverse\ships" directory. (Note that this is a NORMAL, ie Non-Metavers game) 2) Exit the game 3) Move the ship files (The S3_* file and the *.xml file) from "My Games\GalCiv2\Metaverse\ships" to "My Games\GalCiv2\ships" d
PirateRob
CodeCritter said: PirateRob (or anyone who has experienced the ship upgrade and losing jewelry problem) I am having difficulty reproducing the problem. I've created several designs in different ship styles in version 1.11 and tried them in new and saved games(saved in 1.11) in version 1.2 beta 1. Some addition
PirateRob said: selecting "Upgrade" now deletes all the "Jewelry" parts as well as the functional parts of the design. I did not experience this problem at all during my 1.2 beta-1 game, and I upgraded my ships throughout the game. Perhaps the check box in the options screen inadvertently became unchecked? [Captain] [Top 25] [3rd Pla
n the 1.2 beta, when designing ships, selecting "Upgrade" now deletes all the "Jewelry" parts as well as the functional parts of the design. In effect, Upgrading is the same as starting New. This is VERY anoying.. so anoying that I have stopped playing the game until this is fixed. I spend a LONG time building up cool looking ship designs and I want to reuse them.. this bug prevents that. Rob
Here is an anoying bug for ya. In the 1.2 beta, when designing ships, selecting "Upgrade" now deletes all the "Jewelry" parts as well as the functional parts of the design. In effect, Upgrading is the same as starting New. This is VERY anoying.. so anoying that I have stopped playing the game until this is fixed. I spend a LONG time building up cool looking ship designs and I want to reuse them.. this bug prevents that. Rob
The problem is not wasting money.. but rather wasting capacity. If I have money in hand, and I look out over my planet and only half of the factories are working, I want to be able to spend my money to get the other half working. It makes no sense to limit me arbitrarily when I have capacity AND money available. (barring a third resource like workforce.. but its not intuitive how this third, mysterious resource is at work in GalCiv2)
I know that the Production slider issue has been beat to death but in every thread I see, its mainly focused on wasted social spending.. here I want to discuss how the economic sliders work in relation to planetary production. The Tax Rate Slider Simple and straight forward... this slider is not linked to any of the others in any way. The higher the taxes, the more money generated. The Industrial Capacity Sl
In all my games, I have noticed that all the AI civilizations will pick the SAME weapon branch to research in a particular game. For example, In my latest game (1.0x.01) EVERY SINGLE AI EMPIRE has picked Missile weapons as its initial weapon choice.... that is all NINE of the AIs. Something is fishy there. I would expect to see a roughly equal split between the 3 weapon types. (assuming its random) The game before this one, I noticed that all the A
The white border is the result of something weird going on in the algorithm that draws the influence boarders. If you look closely, you will find someplace in your empire where the border LOOPS back on itself, effectively inverting it. then it overlaps with the enemy borders, it mixes the colors. Rob Edit for bad spelling and typos.. I should proofread eh?
If you use soil enrichment on a planet, it gives you another tile to work and increases the planets class. For example, using soil enrichment, you can get earth to class 11. Save, Reload, Earth is now Class 10 again... but the soil enriched tile is still workable. This may just be a display issue... but if you get bonuses for having higher class ratings on a planet (other than the workable tiles) it could be having an effect. As an example, I had a
Core colony ship only has ONE colony module on it.. the OTHER thing that looks like a colony module is a dummy module added in... you can create a colony ship that has the same colonist capacity as the core ship by just placing ONE colony module. Rob
Short answer is Yes Since you can design your own ships, you can build ships specificaly for recon purposes... give them as many of the best sensor components as you can squeeze into the hull. Perhaps you might also give them some extra life support components to get the movement range up a bit as well. They will be slow and unarmed but have good sensor ranges. Rob
And now tell me, how could it bother ANYONE to have these things as an OPTION? if Stardock put in every little option that might please someone, they would have no time to actualy make a cool game. The game would suffer and it would BOTHER ME.
There is another game coming out sometime in May.. Sword of the Stars. http://www.kerberos-productions.com/sots.shtml It is more along the lines of a Total War game style.. Space: Total War It has a simplified strategy game interface (like Rome: Total War) but a fairly complex 3D tactical battle interface. (also similar to Rome: Total War) Rob
Looks more like a ship out of Starblazers Very cool.
I actualy like the tile concept. I trust the Stardock will come up with a suitable AI for managing the tiles. If they cannot, then GC2 will be a total failure simply because the AI empires MUST be able to effectively manage thier planets if the game is to provide any challenge at all. I suspect that the routines the AI empires use to manage planets will be the same routines used by the human player who wants to automate planet management. Rob