CTB123

CTB123

Joined Last seen Member # 637954
0 Posts 1 Replies 2,331 Reputation

I'm not sure what you are saying, and for that matter what the in game problem is. Are you asking for a feature in which you can turn off the orbital fleet manager? It you are wanting to turn it off, that seems to me to be an exploit. It would be the same as deciding fleets away from planets can defend either as a fleet or individually. If you don't want ships to defend as a fleet over a planet, don't build the orbital manager or disman

7 Replies 6,071 Views

You are not giving us anthing to go on. If you have spent some time reading some of the posts here, you would know to look for your debug .err file in your GalCiv II folder. You would also have seen this info stickied to the top of the forum. " First thing we request: Go into Stardock Central, go into Free Stuff and download and run SmartException. If the game crashes, it'll create a .CRA file in a ZIP file

7 Replies 2,599 Views

I have not tried the method you are trying, but it won't work even if does not crash on you as obsoleting a ship takes it out of your current game, but does not delete it from the program altogether. You will still need a unique name to save under. Try some thing like Cruiser A, or Cruiser Mk II or something like that. Tony

4 Replies 3,120 Views

Have you read the sticky posts about getting the game running? Have you verified your video drivers are up to date? I am guessing, as you don't give us anything to go on, that the pop up said your video drivers were old. Tony

5 Replies 7,958 Views

Remember, GalCiv2 does not have borders. It has areas of influence. The line simply shows which race has the strongest influence in an area. It is not a political boundary. I like borders in CIv, but I like the way the current system works in GalCIvII. Tony

18 Replies 18,895 Views

Sensors let you see enemies from your ships. It is easy to go right past an enemy Fleet if your ships are equipped with a lower tech sensor. The higher level sensors are also smaller, so you might be able to fit that one extra component onto a ship if you are using higher tech sensors. Tony

12 Replies 9,184 Views

The regualar version has no printed tech tree. The CE version has a fold out tech sheet, though I understand it is double sided, so you would not hang in on the wall. The PDF is here on the site for anyone to print out. Tony

6 Replies 10,131 Views

If you would do some searching here, you would see the devs have said that tactical would be a huge project to program, especially for the AI. They prefer to keep refining the strategic aspect of the game. Don't get me wrong, I would enjoy a well done tactical element as well, but I certainly understand and respect the reality of the issue. Tony

36 Replies 22,476 Views

I suppose there could be a bug where you can't demolish a starport and then build one again latter. I've never tried that myself. Tony

6 Replies 4,674 Views

You can't upgrade to the hyperion projects. They are separate from the starports. You still need a starport if you want to build ships. Upgrading does not involve decommissioning an improvement and building a new one which is what you had to have done. Check out https://www.galciv.wikicities.com/wiki/Galactic_Civilizations_Wiki for more game concepts. Tony

6 Replies 4,674 Views

You say you upgraded to the Hyperion Shipyard? I think you must have replaced it. You still need the starport as the Hyperion Shipyard just adds speed to ships built at that planet. Tony

2 Replies 3,715 Views

There was a map editor for GalCiv I, but it was part of the payware expansion pack. No idea what the Stardock gang have in mind for GalCivII. Tony

3 Replies 7,234 Views