ShadowB
That's pretty interesting! Ideally, I'd want the two support capital ships of each race (the TEC's Dunov and Akkan, for instance) to possess this ability. Of course, it's really a double-edged sword, as you could find yourself in a disadvantageous position if the enemy ambushes one of your fleets with overwhelming numbers. You'd have to concentrate your fire on the support capship and then make a run for it. You'd still lose some ships, but it'd make things more dramatic and interesting.
Damn. It kills a lot of the fun... I've heard there's quite a gap between Normal and Hard, so I'd be the one getting steamrolled if I switched difficulties. Shelving time. [e digicons]:'([/e]
But isn't there a way we can deal with this ourselves, before a patch comes? Can't be that hard to mod it... [e digicons]:|[/e]
Seems that, as of 1.12, the Normal AI fleets instantly flee whenever they don't have the upper hand (or forces aren't balanced), even if it means repeatedly leaving friendly, populated planets behind. They turn tail and run as soon as a superior force jumps in, and don't stop till they somehow manage to even the odds (by stumbling onto another one of their fleets, for instance) or have nowhere else to run. For fun's sake, the AI should only flee when it's severely outnumbered
Quadros just aren't gaming cards...
Bump-mapping seems to be the problem for me. Reducing the specular intensity to 0 hasn't improved anything. Nor has turning off point sprites. But bump-mapping is still related to lighting, so the problem seems to be there.
Re: choppy gfx. I've noticed this myself and I think I've got one possible cause. Game started out fine, but then (as a human) I built my first constructor. *Every* time it was potentially visible on the main galactic map (even if behind part of the UI) my framerate would drop to a crawl. If I clicked well away from the constructor, great framerate. If I zoomed out to where the models disappeared, great framerate. If I salvaged my constructor or moved it around a
Nevermind, already found it. Hadn't spotted the Search function.
Can anyone please point me to information on importing 3D ship models to GalCiv2: Dark Avatar? That, or feel free to post them here. Thanks in advance.
Well what editor are you using? I've Photoshop CS2 and Illustrator CS2, but I've more experience with the latter.
I would imagine this is doable in most image editors such as, Photoshop, Paint Shop Pro etc. You might even be able to do it in The Gimp , which has the advantage of being free. I was looking for more specific information.
I've a somewhat related question: Most logos have some kind of 'glass' or 'plastic' effect applied to them, and I'd like to know which effect that is and what program can apply it. PS: It'd seem the new smiley logos in the Library have the same effect.
Same problem here. Weird Y with ¨ on top pops up randomly when I input text. Amazingly, I'm also using a Microsoft wireless keyboard.
So it's something like Vertical Synchronization (VSync)?
In my humble opinion, a Terror Star shouldn't be consumed when destroying planets, but be obliterated when it annihilates an entire star system (presumably forcing the star to go supernova). Why? Because given the (ideally) sluggish speed of the technological terror and the (once again, ideally) system-destroyer weapon's close range, it's impossible to escape the supernova alive. What's more, this destructive force should not only destroy the star system, but also every ship and star
Debug Message: Could not find a TGN Serial No. I wonder what this is... If it's what I think it is, then there's another problem...
Great, I hope that works. Thanks.
When I installed the bonus pack (downloaded from this website, along with patch 1.0D1 and later 1.0X), I noticed that I only got the new race emblems and the extra hulls but not the 14 extra ship parts. If I remember correctly, they should appear in the Generic tab of the Extras part of the Ship Design screen, but they don't: the last components I have are those three or four lights and two antennae parts. Any help would be appreciated. <im
Cultural centers improved morale? That's a new one.... Also, the developers have been saying the morale booster improvements only affect BASE morale. What are the contributing factors to higher/lower BASE morale? Are you sure? I'd swear the other day the research productiveness improved when po
I think you might need to start a new game to get the new XML effects. Oh, noes! <TD class="mb-Body-Quote
I see. Anyway, what about my question?
Have all your overpopulated planets produce nothing but troop transport ships, and launch them right away. No, that's no longer an option in GalCiv II. Population tends to increase faster than you can get people out with transports. The best option is to limit farms, but don't ignore them either, since more population also means more military, socia
Oops, this should be in the modding forum. Don't know why did it end up here.
It's best not to build more than one farming building in each planet, because constructing more needs in turn an equal or sometimes greater number of entertainment improvements to balance out the morale. If you have enough space you can build more, but don't go over the top.