parsok

parsok

Joined Member # 2426975
0 Posts 0 Replies 174 Reputation

With all 4 in the same grid click one and it will bring up a box containing images of your ships. Click on 2 of your transports (assuming you have the logistics for two) and they will become highlighted. Then create fleet with only these two highlighted. I swear to God, I've done exactly that about a thous

4 Replies 7,960 Views

As far as I know starship bonus applies only to ships built on that planet. I am not sure though "what" exactly the bonus applies to. I am reasonably sure it is not speed of the ship, which leaves hitpoints and damage. Hopefully someone else can clarify as I'd like to know as well I'm not 100% sure, but I

7 Replies 4,843 Views

Ok, this is going to sound pretty dumb, but I can't get more than one transport at a time to invade a planet. I've got 4 transports stacked adjacent to a planet, and all have movement. I can't seem to form a fleet with them (haven't done that before either), if I hit the create fleet button, it seems to create an empty fleet, but won't put any transports in it (it looks to me that w/ 12 logistics ability I ought to be able to put 2 of my transports tog

4 Replies 7,960 Views

Since no one else has replied to this yet, I will, even though I haven't spent enough time in the game to verify what you're seeing. I did notice that the Wiki had the same analysis of combat that you do, and I would have to agree that this is not a good thing. It certainly would make ship design more interesting if defense were vital, all the way through to the end game and I imagine this is something that wouldn't be too hard to tweak (I

16 Replies 13,426 Views

Just had another thought on decreasing the value of tech trading: one of the reasons why its powerful in TBS 4X games is that under turn base, you essentially have a "time stop" under which to execute all your orders (or trades, in this case). If every trade that you executed allowed that AI player to execute a trade of its own (possibly selling that unique tech you just sold the AI), this could accelerate the devaluing of that tech (assuming additiona

144 Replies 67,810 Views

I'm surprised the developers didn't go with an "Intergalactic Intellecutual Copyright" feature with this patch update. Cmon what's the big issue nowadays and software piracy?? It's stealing intellectual copyright isn't it? The total solution, you can buy a tech but you can only sell techs your race actually researches, period. So

144 Replies 67,810 Views

Well, this is a long thread (now), and I haven't read it all, so forgive me if this is redundant with some of the above. That said, I simply have to chime in to emphatically agree with the poster. Moreover, not only is this a problem w/ 4X games generally, it's worse than usual in GC2. In particular, at least on gigantic maps, the problem is excacerbated by minors that always seem to have tons of cash on hand, and who will never do anything in the l

144 Replies 67,810 Views

There is a screen that already shows this. Click on the empire button and then select the "Colonies" tab. It will show income, morale, and production for each of your worlds. Each unit of production or research costs one BC. No, not at all. What I think the poster is asking for is a breakdown of how that i

4 Replies 4,120 Views

hmmm, weird, it won't let me reply to this post, only gives me the chance to "add comment" ... I have played a bunch of this game since I have bought it and it is fantastic Same here! <TD clas

4 Replies 4,120 Views

I noticed on the Wiki the link to the following mod: http://www.geocities.com/saber_marionette_cherry/index.html and I was wondering if anyone has tried it out? Specifically, it states that it changes the bank and stock exchange, and I did notice that the stock market has a lower economic bonus than the bank (although it has a few other bonuses). Does anyone know if that is specifically considered a data bug, due

0 Replies 3,512 Views

Under 1.0X I have the opposite problem. Playing on a gigantic map, with tons of minors and 9 majors, so far selling tech + trade goods has been an incredible cash cow. Sometimes, with some nations (in my game Arceans and Yor didn't much like me), individual tech trades weren't so great, but when I look at it collectively, its just generating *way* too much cash...

14 Replies 10,848 Views

Guess I'm funny that way - I call a multiplayer game one that you actually play against another player, in the same game - but maybe that's just me. Anyhow, using a fixed random number seed would solve the problem you are describing. If they did this, then everytime you hit the anomaly you would get the same result. As the game stands, you can use multiple reloads to change the colonization result on each load, so this problem exists independently of anomalies. But any way

9 Replies 12,713 Views

Not to say it's not intended. If anamolies are rolled on once you run through them to determine what bonus they give, this will keep epopel from reloadign a game a million times tillt hey get the bonus they want. If they were fixed, some people would probably use some sort of save file editor to move them closer to their space, o

9 Replies 12,713 Views

Happens to me too, accompanied with some other "funny" reload issues. Yes, isn't that the truth! One other thing that bugs me is that whenever you reload, the first turn after reload doesn't give you any research or production progress. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF

9 Replies 12,713 Views

I would also love to know some more details on this. I have placed a few trading posts along some very long trade routes. Since in my first game, my shortest trade route is something like 185 turns, it seems that it will take quite a while for me to collect data on this personally. *Someone* out there must have the skinny on how trading posts affect trade route income. It's not in the Wiki yet (although that data would be a great addition),

11 Replies 11,785 Views

What - nobody else is disturbed by the fact that anomalies disappear when saving/reloading games? Personally, since I play on gigantic maps, and games take a while to progress, I believe this results in a large anomaly reduction. I can confirm now from save files that this definitely happens. If any devs happen to be reading this, I'm pretty sure it a

9 Replies 12,713 Views

Why am I forced to split production between social and military projects on a global scale? This is very confusing and I don't understand the benefit of implementing production in this way. As a fellow optimizer/micromanager, my first instinct is to agree with you. OTOH, had they implemented the

58 Replies 28,362 Views

I'm not sure if this is a bug, or a quirk, or WAD, but I could swear that anomalies sometimes disappear when I reload a game from save. I'm using the latest patch (1.0X.2), and based on a related post, I think I'm not the only one seeing this (https://forums.galciv2.com/?ForumID=162&AID=102670). Does this look like a bug to anyone else?

9 Replies 12,713 Views