Gaunathor

Gaunathor

Joined Member # 2472842
33 Posts 875 Replies 29,292 Reputation

[quote who="WIllythemailboy" reply="2" id="3488905"]If your empire was so unbalance that shutting down didn't give you positive income, you just sat paralyzed until someone started taking planets from you.[/quote] You could still do things to get back on your feet. Like selling techs and other stuff to your less aggressive neighbours, or getting rid of some high-maintenance improvements. The AI, on the other hand, had often big troubles recovering from this. Especially whe

6 Replies 21,251 Views

The devs have already addressed this here : [quote]We have played with several options for building Starbases. In early builds the player would build a starbase from a planets production queue, this tended to slow the players ability to both build up their worlds, and build up their Starports. In short it was not fun and slowed down the game. We also consi

2 Replies 12,643 Views

It's supposed to increase the level of your manufacturing improvements by +1. However, it actually increases the level of your research improvements instead. (You have to wait a turn before the bonus gets applied.) Environmental Research, on the other hand, is supposed to increase the level of your research improvements, while actually increasing the level of your manufacturing improvements. So basically, those two techs are switched up.

3 Replies 17,516 Views

[quote who="Achronous" reply="1" id="3488210"]Speed of ships is also supposed to be tied to the mass around, so in an empty place the ships just wouldn't move much.[/quote] Not quite. The more mass in an area, the weaker the space-folding effect of the hyperdrive. So, the less mass in an area, the faster your ships are. With no mass in the area, like outside our galaxy, your ships would have infinite speed. However, as Frogboy <a href="https://forums.galciv3.com/449660/get;3451793

8 Replies 3,993 Views

[quote]Windows Vista Home Premium, Service Pack 2.[/quote] That's is the most likely reason. Vista isn't officially supported. The game may run, but it's not guaranteed.

1 Replies 5,863 Views

Both the Colonial Hospital and the Xeno Medical Center have the same manufacturing cost (39). My guess is, that this is causing a divide-by-zero error, because the upgrade-cost is 0, which results in that huge turn number to appear. The actual upgrade-time is still only 1 turn as expected.

4 Replies 5,157 Views

I originally thought it was bugged too, but it is actually correct. The first cost-reduction is for manufacturing improvements, and the second one for research improvements. It's just confusing, because both use the same icon and name.

1 Replies 3,749 Views

It's not a question of whether TC can be done. It's a question of whether the devs want it in their game. Last I checked, they don't (as exemplified by a post of Stardock's CEO himself). [quote who="Frogboy" reply="38" id="3485465"]I like tactical battles too but GalCiv isn't the place for them.[/quote]

84 Replies 459,188 Views

Shipyards being able to build multiple ships at once was part of the plan . At least, it was when Frogboy made that post. [e digicons] [quote who="Frogboy" reply="3" id="3457705"] The idea is that a shipyard could pump out multiple ships per turn. So you build a shipyard on the other side of the galaxy and have your palnets point to it and then it cranks out tons of stuff rather than having

9 Replies 38,871 Views

[quote] In GalCiv2 you can only move a unit one tile a turn if you don't give the unit extra engines[/quote] Only in DL and DA. In TotA, they increased the initial speed to 2 (1 base plus 1 from the ship-hull itself).

8 Replies 26,887 Views

[quote]Iridium world is effecting the entire civ rather than just the plant on which it is built. All my planets currently have +750% wealth just from these improvements.[/quote] This is because the improvement has this tag Global for both the income and influence bonus.

13 Replies 5,305 Views

Because it didn't happen during the Alpha (or at least, nobody noticed it). In any case, the devs said, that it will be fixed soon .

3 Replies 11,432 Views

In GalCiv 2, Super Projects, Galactic Achievements, and Trade Goods, were hardcoded to be indestructible. Normal improvements, on the other hand, required the Indestructable-tag for that. I'm wondering, if the devs just haven't gotten around to write the necessary code yet, or (if they're not going the hardcoding-route this time) if they just forgot to add the IsIndestructible-tag to all those improvements. It's also possible, that

4 Replies 5,936 Views

We did have fog of war inside our ZOI in GalCiv 2. If the area isn't inside your sensor-range, you can't see it. No matter where the area is located.

5 Replies 3,175 Views

There are several one-per-planet and Super Project improvements that, when you upgrade them, can be build again. For example, a second Colonial Hospital can be build, if you upgrade the first one to a Xeno Medical Center. Same for the Outreach Group, if you upgrade it to a Mediation Center. I believe this is because the Preclusions-tag for those improvements isn't correctly set to preclude the previous versions. I've went through the ImprovementDefs.xml, and made a list of all af

3 Replies 8,374 Views

Peregrine23 said: "After Iridium Center is built, Iridium Store becomes available again. If this is not a feature, it should be, it’s cool. This also happens with Iridium world, so your Center upgrades to a World, the Store upgrades to a Center, and you can build another Store. Same effect with colonial bank to banking center." I believe, I know what causes this. The one-per-planet improvements have a Preclusions-tag, which prevents former and later versions (if ava

13 Replies 5,305 Views