Dewwar

Dewwar

Joined Member # 2384592
1 Posts 1 Replies 2,142 Reputation

Here's a reasonably simple-step-by step 1 Find the galciv2.exe file in your GalCiv directory. 2 Right click it 3 Select Send too... 4 Select Desktop (Create Shortcut) 5 A new file will appear on your desktop. Right click it 6 Select properties 7 The properties window will open up. There is a line that says Target 8 Put quotation marks around what's there, then after the quotes put cheat. So if it originally

9 Replies 5,229 Views

There was a ship compatibility issue between version 1.0 release and version 1.0 x. They assured us that this would no longer be a problem, so your empty hulls should carry over just fine. Still, I'm not sure how the old ship designs are going to work with the new rotation stuff. -Dewar

7 Replies 5,612 Views

Make it have to be equiped on an unarmed vessel and make it large and expensive. Make it so one alone isn't very effective, so you need a fleet of them. Then it'll be a real risk cause you've got to protect those flying piggybanks. -Dewar

15 Replies 13,728 Views

What files should be copied? Where should they be copied from/too (folder/file path)? There are two files for each ship that needs to be copied. They show up in the My Documents/My Games/GalCiv/Metaverse/Ships directory, or something similar. Note that Metaverse changes to Single if you've created the ship in a single player game. How can we make sure that others can see them - i.e. I know only humans can see human shi

7 Replies 5,612 Views

Transports aren't as easily killed in the beta patch. I've seen them with speed upwards of 8 and with escorts to boot. I can still intercept about 9/10 of them, but every time one gets through I take a major population hit. -Dewar PS: That doesn't mean that I don't think planetary bombardment would be cool

15 Replies 13,728 Views

Before the beta patch, I was able to reliably beat tough (about 80% success rate.) This was without using the galaxy reset button over and over again until the perfect setup came up. I believe a lot of the people that beat it on the harder levels keep reseting the galaxy until they start in a favorable position. For me, fighting from an unfavorable position is the fun part. Oh yeah, and my success rate for the beta is 3 losses to 1 win. That

24 Replies 22,382 Views

Also: Check the other threads about this Get a hold of some morale or economy resources -Dewar

2 Replies 15,423 Views

This happens every once in a while, when I tell a constructor to autopilot to a starbase over several turns (not using rally points and not talking about one turn trips.) The constructor will arrive at the starbase, the starbase build dialog will pop up, I'll select the component, but the component won't be built. Instead, the constructor moves on top of the starbase and just sits there. All I have to do to make it work right is move the ship off the s

0 Replies 4,377 Views

That post really sums most of it up. I'd add that econ buildings built on high population worlds give you quite a boost, and that econ/morale resources in space are king. If you can grab a couple of those, you'll have more money than you know what to do with. -Dewar

25 Replies 15,884 Views

I have heard that the free techs you get from creativity aren't announced in any way, so it might be helping you without you knowing it. I can't confirm or deny this rumor, but I thought I'd mention it. -Dewar

11 Replies 13,046 Views

A very good analysis. I have a couple of opinions that I can hope I can formulate as well as you did yours 1: Trade routes If a +20% trade bonus costs 1 point, and 3 extra trade routes adds approximately 30% to your trade, the economic bonuses from trade routes should equal out to be worth about 1.5 points. Round it up a bit, since a trade heavy race might skew the calculations under the trade section, and it ends up around 2 points. Ad

13 Replies 13,149 Views

I've been having occasional crashes since I moved this game to my desktop. It's nothing major or game breaking, but I thought I'd mention it. The below debug.err is recent, running the beta2 patch, but I've had on and off problems before that as well. Debug Message: Version v1.1 BETA-2 last updated on: Thu Mar 30 14:46:06 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.*********<br

0 Replies 4,509 Views

If you're going to alt-tab a lot, you should run the game in windowed mode with the resolution set to the same as your desktop. This will give you the full screen look, but with less alt-tab problems. -Dewar

12 Replies 5,187 Views

Make sure to build a farm or two on planets that can handle it. More citizens = more tax money. Grab every economy and morale resource you can get your hands on. More morale = higher tax percentage Dont buy factories and labs (except maybe the first factory) since if you build to fast you won't be able to fund it all. Finally, running at 50% the whole game isn't a huge deal. It might be a bit inefficient, but it's not the end of the worl

15 Replies 10,160 Views

They will effect your colonies if a UP resolution has been passed to allow them too. Otherwise, the only reason to have econ bases in your space is to improve the yield of their trade routes. -Dewar

7 Replies 6,466 Views

I have this problem too. The thing is, even if you don't spend the extra points and change the government style from Federalist to something else.. the unique bonuses will be erased. This is really annoying, as basically all of the races have to be a Federalist party if they want their unique bonuses like +100% loyalty for the Yo

29 Replies 12,777 Views

You don't actually have to choose "decommission" - you can just build over it, and get charged for the difference in building values, Not only that, but the factory you're building over continues to contribute to your production until the week the new building is finished. -Dewar</font

6 Replies 7,813 Views